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  • posted a message on [Daily Card Contest] August 14, 2012

    Faerie Circle 1BB
    Enchantment – Aura (R)
    Enchant Land
    Whenever enchanted land is tapped for mana, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying onto the battlefield.
    Posted in: Monthly Contests Archive
  • posted a message on CCL August Rules Assistance
    Quote from movexig
    For starters:

    Note that just saying that equipment stays attached to the object as it moves isn't enough, because doing that leaves the board in an invalid state (an object is attached to something it can't legally be attached to). In many cases, there are SBAs that ensure that board states that would be illegal like this are fixed, but the relevant SBA for equipment says:

    Well how does Magic define an, "object," since a spell can still be a "creature spell," and you can still have "creature card"s in your graveyard? Clearly, you can refer to them as creatures. I agree that you can't attach Malice Mace to an Oblivion Ring, but as long as the creature subtype is there, it should be fine.

    There is no SBA that explicitly deals with equipment being attached a non-permanent. This is what I mean: the rules have no way of dealing with the situation that arises from this card. Some judges would probably rule that the equipment is unattached as an SBA as the closest thing to do that maintains a shred of sanity, but technically there is no support in the rules for doing that. Interpreting this rule as "If [...] is attached to something it shouldn't be attached to..." is nevertheless probably the sanest interpretation.

    I disagree, since I think that there is this rules opening here for a reason. That if a card like this were to be printed, it does fit within the standard interpretation of current rulings according to this rule here. All an equipment has to do is be equipped to an "object" not a "permanent."

    I dread to think about what happens if you somehow cast the creature from the graveyard, resulting in an equipment being attached to a spell on the stack...

    Since it is a creature spell, it goes on the stack attached to that creature. Say it was countered, the mace stays on the creature in the yard. If it is tucked via cards like hinder, the mace comes back into play. I guess I just don't quite see the confusion yet.


    I hope that assuaged some of your concerns, but I do look forward to your response as I am deeply enjoying this discussion.
    Best Regards!
    Posted in: Custom Card Rulings
  • posted a message on CCL August Rules Assistance
    Quote from movexig
    It's mostly a matter of older vs. newer wording. WotC changes equivalent wording all the time to make cards clearer. "As long as" is the more recent wording, presumably meant to avoid confusion when a permanent changes its types and becomes eligible for some effect it previously wasn't.



    What is Maro's power and toughness if it's enchanted with this? Tarmogoyf's? Even if you know the answer, most people don't and it's a world of trouble for judges and TOs.

    Okay, that makes sense, but I was perhaps in retrospect beating around the bush a bit. I initially wanted to design a card that literally "bricks" an artifact. Like a Darksteel Colossus enchanted with this wouild just become an 11 mana artifact with no power/toughness and a Welding Jar enchanted would just be a 0 mana artifact. Can you help me word that?

    False. Counters can be placed on non-permanents (any object, in fact), and there are plenty of examples where this was done long before Skullbriar. Suspend cards are perhaps the most obvious example of non-permanents with counters, but there are also weirder cards like Lightning Storm. All Skullbriar does is negate rule 121.2, which is vastly smaller in scope than this.

    Meanwhile, there are no provisions in the rules for equipment being attached to non-permanents and it's clear several of the rules were written with that assumption and simply collapse if what you're trying to do happens.

    I think here is where our philosophies about custom cards differ, since I see this as an opportunity to push the rules in a new direction and toe the line of what would be able to actually see print. What confuses me about this though is why you think rules collapse due to this card. Like what in particular bothers you rules-wise and maybe I can explain how I think it would work.


    Responses in bold/italic.

    More feedback on wordings please!
    Best Regards!
    Posted in: Custom Card Rulings
  • posted a message on CCL August Rules Assistance

    Mystic Malfunction 1W/U mana W/U mana
    Enchantment – Aura (U)
    Enchant Artifact
    Enchanted artifact loses all abilities.
    If enchanted artifact is a creature, it can't attack or block.


    Mystic Malfunction: All good, but "if" becomes "as long as" in permanent effects.
    As long as enchanted artifact is a creature, it can't attack or block.



    Mystic Malfunction: HotChocolate's correction is correct. In addition, this needs to set the equipped creature's power and toughness to something specific, like all Humility effects.


    What about the wording on Stasis Cocoon? Could you explain why does this wording need to be different from that one? Also, I’m not too clear why taking away all abilities requires me to set a new power/toughness. I understand it’s precedent, but I kind of like the elegance of it having no abilities at all.

    ~~~


    Malice Mace 3
    Artifact – Equipment (R)
    Equipped creature gets +2/+0 and trample.
    Malice Mace remains equipped on equipped creature as it moves to any zone other than a player's hand or library.
    Equip 2


    Malice Mace: Equipments use attach/unattach to refer to this kinds of situations.
    Equipped creature gets +2/+0 and has trample.
    Malice Mace doesn't unattach when it's moved to another zone other than a player's hand or library.


    I like this wording a lot better, since it is cleaner and more sleekly designed.


    This doesn't work. Equipment can only be attached to creature permanents (301.5). Attempting to override this with rules text will not work well.


    Counters can only be placed on permanents too… but Skullbriar, the Walking Grave addresses that concern too.

    ~~~

    Izzet Stronghold 4
    Artifact – Fortification (R)
    Fortified land has “If mana produced by this land is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.”
    Fortify 2


    Izzet Stronghold: Not so sure, but I think it's this, since Boseiju has a mana symbol to refer to.
    Fortified land has “Whenever mana produced by this land is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.”



    Izzet Stronghold: HotChocolate's suggested wording will not work as intended, since it's worded like a triggered ability that can be responded to and the spell countered anyway before the uncounterable-granting ability has a chance to resolve. Original wording is correct.


    So we have two contradicting opinions here. Can we get some more people to weigh in especially on this one, since I am getting more confused the more I look at it.

    ~~~

    Mark of Deep Focus 3
    Artifact – Sigil (M)
    Planeswalkers enter the battlefield with an additional loyalty counter.
    Ensigiled planeswalker has “Whenever you activate this card’s abilities, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.”
    Ensigil 2


    Planeswalkers enter the battlefield with an additional loyalty counter on them.
    Whenever you activate an ability of ensigiled planeswalker, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.


    Thanks! I like that wording a lot!
    -----------

    So the help’s been fantastic so far. Here are the latest iterations.


    Mystic Malfunction 1W/U mana W/U mana
    Enchantment – Aura (U)
    Enchant Artifact
    Enchanted artifact loses all abilities.
    As long as (If?) enchanted artifact is a creature, it can't attack or block.


    Malice Mace 3
    Artifact – Equipment (R)
    Equipped creature gets +2/+0 and has trample.
    Malice Mace doesn't unattach when it's moved to another zone other than a player's hand or library.
    Equip 2


    Izzet Stronghold 4
    Artifact – Fortification (R)
    Fortified land has “If mana produced by this land is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.”
    Fortify 2


    Mark of Deep Focus 3
    Artifact – Sigil (M)
    Planeswalkers enter the battlefield with an additional loyalty counter on them.
    Whenever you activate an ability of ensigiled planeswalker, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.
    Ensigil 2

    Any more help and weighing in (especially on the controversial ones) would be greatly appreciated!
    Best Regards!
    Posted in: Custom Card Rulings
  • posted a message on CCL August Rules Assistance
    Hi!

    If you guys could please check these cards to make sure they are all worded appropriately, that would be great. These cards all try and do something new with the rules, so I want to make sure they are properly done.

    Ensigil is just like Equipment.


    Mystic Malfunction 1W/U mana W/U mana
    Enchantment – Aura (U)
    Enchant Artifact
    Enchanted artifact loses all abilities.
    If enchanted artifact is a creature, it can't attack or block.

    (Should this be "Enchanted artifact loses all abilities and can't attack or block."?)


    Malice Mace 3
    Artifact – Equipment (R)
    Equipped creature gets +2/+0 and trample.
    Malice Mace remains equipped on equipped creature as it moves to any zone other than a player's hand or library.
    Equip 2

    (I took the templating from Skullbriar, but I am not certain how well worded this is.)


    Izzet Stronghold 4
    Artifact – Fortification (R)
    Fortified land has “If mana produced by this land is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.”
    Fortify 2

    (Not sure, but this one seems fine based on Boseiju, Who Shelters All.)


    Mark of Deep Focus 3
    Artifact – Sigil (M)
    Planeswalkers enter the battlefield with an additional loyalty counter.
    Ensigiled planeswalker has “Whenever you activate this card’s abilities, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.”
    Ensigil 2

    (This is the part I'm confused on... "Whenever you activate this card’s abilities")

    Thanks in advance for the assistance.
    Best Regards!
    Posted in: Custom Card Rulings
  • posted a message on [Daily Card Contest] August 13, 2012

    Armed 1RR
    Sorcery (U)
    Until end of turn, creatures you control gain "T: This creature deals 1 damage to target creature or player."
    //
    Dangerous 1B
    Sorcery (U)
    Target creature gains deathtouch until end of turn and must be blocked this turn if able.
    Draw a card.
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] August CCL - Round 3 - Growing Attached
    Class is back in session!



    Frenzied Thunder R
    Instant (C)
    Frenzied Thunder deals 2 damage to target creature or player. If Frenzied Thunder was cast from a library, it deals 4 damage to that creature or player instead.
    Surge 3RR (While you're searching your library, you may cast this card from your library for its surge cost.)


    Armed 1RR
    Sorcery (U)
    Until end of turn, creatures you control gain "T: This creature deals 1 damage to target creature or player."
    //
    Dangerous 1B
    Sorcery (U)
    Target creature gains deathtouch until end of turn and must be blocked this turn if able.
    Draw a card.


    Crevice Mold 1GG
    Creature – Ooze (C)
    Crevice Mold enters the battlefield with two +1/+1 counters on it.
    G, Remove a +1/+1 counter from Crevice Mold: Put a 0/0 green Ooze creature token with “This creature enters the battlefield with a +1/+1 counter on it.” onto the battlefield.
    0/0

    Cavern Slime 4GG
    Creature – Ooze (U)
    Cavern Slime enters the battlefield with four +1/+1 counters on it.
    1G, Remove two +1/+1 counters from Cavern Slime: Put two 0/0 green Ooze creature tokens with “This creature enters the battlefield with two +1/+1 counters on it.” onto the battlefield.
    0/0

    Goozilla 9GGG
    Creature – Ooze (R)
    Goozilla enters the battlefield with eight +1/+1 counters on it.
    1GGG, Remove four +1/+1 counters from Goozilla: Put four 0/0 green Ooze creature tokens with “This creature enters the battlefield with four +1/+1 counters on it.” onto the battlefield.
    0/0


    Mystic Malfunction 1UU
    Enchantment – Aura (U)
    Enchant artifact
    Enchanted artifact loses all other card types and all abilities.

    Malice Mace 3
    Artifact – Equipment (R)
    Equipped creature gets +2/+0 and has trample.
    Malice Mace doesn't unattach when it's moved to another zone other than a player's hand or library.
    Equip 2

    The rules would have to be tweaked for this one, since under current rulings, this admittedly does not work.

    Izzet Stronghold 4
    Artifact – Fortification (R)
    Fortified land has “If mana produced by this land is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.”
    Fortify 2

    Mark of Deep Focus 3
    Artifact – Sigil (R)
    Planeswalkers enter the battlefield with an additional loyalty counter on them.
    Whenever you activate an ability of ensigiled planeswalker, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.
    Ensigil 2
    Posted in: Monthly Contests Archive
  • posted a message on [Daily Card Contest] August 12, 2012

    Filthwalker 1BB
    Creature – Zombie Warrior (U)
    Dredge 3
    Swampcycling 2
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on Incremental Curses
    It's no different from something like Ensnaring Bridge, which by turn 5 or so, odds are you only have 1 or 2 cards in hand. Granted, that's both players, but the colored mana and additional cost of the card makes it a bit more balanced in my opinion. I think it can lead to some really interesting plays and serve as a sink for some mana late game when you are stuck on lands.
    Posted in: Custom Card Creation
  • posted a message on Incremental Curses

    Curse of Sloth 1WW
    Enchantment – Curse (R)
    Level up 1W (1W: Put a level counter on this. Level up only as a sorcery.)
    Level 1-4: Creatures enchanted player controls with power greater than the number of level counters on Curse of Sloth can't attack.
    Level 4+: Creatures enchanted player controls with power less than the number of level counters on Curse of Sloth can't attack.

    Possibly part of a cycle of some sort?
    Posted in: Custom Card Creation
  • posted a message on [Daily Card Contest] August 11, 2012

    Curse of Sloth 1WW
    Enchantment – Curse (R)
    Level up 1W (1W: Put a level counter on this. Level up only as a sorcery.)
    Level 1-4: Creatures enchanted player controls with power greater than the number of level counters on Curse of Sloth can't attack.
    Level 4+: Creatures enchanted player controls with power less than the number of level counters on Curse of Sloth can't attack.
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] August CCL - Round 2 - Law of the Jungle

    Æthermage - I will say that choosing “sand” was a ballsy move, but definitely not my favorite for how it was executed. While I love the idea of regeneration, the common seems really strong compared to Fog Bank, the uncommon seems like the best one to me as it is removal, and the rare lacks any Palace Guard effect to make it shine.

    Krey – Shapeshifters could technically count as sentient, but I won’t be that guy. I really like the cycle, though I feel like it lacks the intercard synergy required for it to be a vertical cycle. Short of being shapeshifters, there is no real tie here.

    Koopa – Love this cycle. I want a baby starfish now. Your cycle is flavorful and makes me very happy.

    Mitt Romney – I like the upgradeable firebreathing, though I am pretty sure that Viashino have some degree of sentience. Clan-Leader lacks a class type. Unrelatedly though, I could see a functional reprint of it having fit well in a return to Alara for Naya.

    Cypher28 – So these are super wordy… here’s how I would word it.


    Snarling Wolf 1G
    Creature- Wolf (C)
    Soulbond
    As long as Snarling Wolf is paired, if it is paired with a non-wolf creature, each of those creatures get +1/+1, otherwise they get +2/+2.
    1/1

    I do see why you worded it as such for the other two, though I am not a fan of how complicated they actually are, as I had to read this like 2-3 times to fully understand the card.

    WhisperedThunder – All these rats, having a madness cost of zero are remarkably strong. I think that it is overly so, especially at the point of where all it takes is one combo deck to break this “free mechanic.” I do like the additional effects on the uncommon and rare, so kudos on making something new and exciting in that regard.

    Trabant777 – Making me sad Frown

    shadowfuryix – So much sad Frown

    yarn – Love the effects, though they lack any verticalness to them, as the cards, while they go well together don’t have a consistent tie in among them mechanically.

    Random_Nation – Boring, but I actually really like these, both flavorfully and mechanically. I think the Intimidate was a tad redundant, but I think overall they were well designed.


    1. Koopa
    2. Whispered Thunder
    3. Random_Nation
    HMs: Mitt Romney, Krey
    Posted in: Monthly Contests Archive
  • posted a message on [Daily Card Contest] August 10, 2012

    Goblin Saboteur 1R
    Creature – Goblin Artificer (R)
    Haste
    Whenever Goblin Saboteur deals combat damage to a player, you may destroy target artifact that player controls.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on Mechanics Discussion, Day 7 & 8: Conversion/Martyr
    Mechanic 8:
    Martyr (While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least this creature if able.)


    Distraction Caller 2WW
    Creature – Human Cleric (R)
    Martyr (While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least this creature if able.)
    When Distraction Caller is put into the graveyard from the battlefield, you may put two 1/1 white Spirit creature tokens with flying onto the battlefield.
    2/2

    1) Do you flavorfully like the mechanic?
    2) Would you be excited to see it [this card] in a pack?
    3) Would you enjoy playing with it [this mechanic and this card]?
    4) What colors would you see this mechanic in?
    5) Are there any tweaks and recommendations you have for it and its power level [the mechanic and the card]?
    6) Any additional comments and concerns.
    Posted in: Custom Card Creation
  • posted a message on [Daily Card Contest] August 8, 2012

    Distraction Caller 2WW
    Creature – Human Cleric (R)
    Martyr (While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least this creature if able.)
    When Distraction Caller is put into the graveyard from the battlefield, you may put two 1/1 white Spirit creature tokens with flying onto the battlefield.
    2/2
    Posted in: Monthly Contests Archive
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