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  • 1

    posted a message on Sorcery Counterspell
    Quote from user_938036 »
    It seems you have significantly misunderstood the card presented. Its floor is literally cancel. With it's high being 0 mana counter spell. It's a novel design that is very confusing but in the right supplemental product could be a good include.
    I was talking about the first design. Yes, functionally, the second one is just Cancel, but the number of situations in which that card isn't just Cancel-but-with-pointlessly-confusing-wording is so small, that there is literally no point in making the card.

    Look, I get that there are a handful of situations in which this card goes from incredibly confusing to "wow, free counterspell!" but that is just bad game design. But whatever. Do you.
    Posted in: Custom Card Creation
  • 2

    posted a message on Sorcery Counterspell
    The problem is that a card should not require you to have a very specific, infrequent, rare effect in play just to be able to play it. A sorcery that counters a spell is just confusing and bad. Heck, even if you did jump through the hoops required to make the card playable, you're still spending more resources to play the card than you normally would for that effect. 1WU and a card for Teferi, and then another card for the spell, all spaced out likely over multiple turns and phases and such. I'd rather just hold up 1UU for Cancel and be done with it.

    What I'm saying is that, even disregarding the counterintuitiveness of your design, the floor of the card is "literally unplayable" and the ceiling is "really, really bad Cancel."
    Posted in: Custom Card Creation
  • 1

    posted a message on Masterpieces
    So we have all card images for all planeswalkers in WAR, right? Set cards, Planeswalker Deck cards, Mythic Edition cards, BAB promo, and... that's it, right?

    I don't think I've missed anything, but let me know if I have. I just don't think we've gotten cards for two of the mysterious planeswalker arts used in the poster from a while back (Liliana and Karn). Were there any others? do we think this could mean more unique promos coming?
    Posted in: The Rumor Mill
  • 6

    posted a message on Bleeding Edge (PVDDR Preview
    What a waste of a great card name.
    Posted in: The Rumor Mill
  • 1

    posted a message on Why I hate Mono red burn
    Uh... get good?

    Seriously though, wrong forum.
    Posted in: Magic General
  • 1

    posted a message on Potential “finale of....” cyclee “CONFIRMED!”
    Two mythic cycles? Gee Bill...
    Posted in: The Rumor Mill
  • 1

    posted a message on God-Eternal Kefnet (Cedric Phillips preview)
    If any of us ever posted anything like this card in CCC, we'd get shot down for it being too good and heinously undercosted. I mean, Merlin's pants! They didn't push this card, they spartan kicked it off a cliff!
    Posted in: The Rumor Mill
  • 1

    posted a message on Empower - -1/-1 Counter Mechanic
    Empower N (This creature enters the battlefield with N -1/-1 counters on it. Remove one whenever it attacks.)

    Following up on a series of threads I made a while ago. I'm working on an enemy-pair faction set. Each faction has its own mechanic and a few goals:

    1. Use simple but deep mechanics.
    2. Be synergistic with adjacent color pairs. (BG should play well with WB and GU, but not the others.)
    3. Have distinct mechanical identities to previous factions of the same colors. This BG faction should avoid playing too much like Golgari.

    This mechanic is my current contender for the BG mechanic. I wanted to avoid anything to do with the graveyard when thinking about this faction's identity, as Golgari pretty much has a monopoly on it. Mechanically, I was coming up dry, so I decided to approach it from the flavor instead.

    What I came up with is a faction who's all about self-empowerment. Green is the color of acceptance and growth. Black is the color of self-service and ambition. Together, they form a philosophy of recognizing one's hidden potential and striving to achieve it.

    Looking at Amonkhet, I found a good way to mechanically represent that concept: creatures which enter with -1/-1 counters (which represent weakness or obstacles), and then losing those counters over time (which represents growth and empowerment). I decided not to use +1/+1 counters because I liked the idea of having an eventual cap, allowing me to cost it a bit more aggressively. It also allows me to explore -1/-1 counter design space throughout the rest of the cards in the set.

    My original version of this mechanic looked more like this:

    Empower N — M (This creature enters the battlefield with N -1/-1 counters on it. M: Remove a -1/-1 counter from this creature.)

    That version was a bit wordy and had some messy rules quirks. I wanted to use it because I liked the idea of getting bonuses "whenever you empower this creature," but found it to be too ugly. Even the simpler bonuses caused some awkward questions to come up. "What happens when I empower this creature when it has no counters?" was chief among them.

    I transitioned to a version that removed a counter on attacks and blocks, which was less versatile in gameplay, but more engaging. I then dropped the block trigger to lean more into the aggro plan and make balancing a bit easier.

    I like this version because it's simple, concise, and has enough knobs that balancing should be fairly easy.

    I mentioned that I want to use this opportunity to explore -1/-1 counter space even outside this faction, but this faction will still be the core color pair for it.

    Anyway, here are some designs I came up with. I found that this mechanic lends itself to a very aggressive playstyle, so that's where most of the power will be.

    Siphoner of Weakness BG
    Creature - Warrior U
    5/5
    Empower 3
    Whenever ~'s power increases, you may put a -1/-1 counter on another target creature.

    This is the first example of one of the more interesting subthemes of the faction: "Whenever this creature's power increases..." I just love the way it rolls off the tongue, and it fits so very well within BG. It's also really open-ended, triggering off of things like combat tricks, empower, etc., which opens up some interesting deck-building opportunities.

    Side-note, I do realize that this mechanic and these subthemes could work really well outside of BG, but I'm not concerned with that right now. For the purposes of this set, I'm only concerned with filling out one faction at a time. It's worth noting that, while aggro strategies tend to work best in color pairs centered in red and white as well as black, I plan on looking at less conventional identities for those color pairs, which means I'll be steering them away from aggro.

    Anyway, next:

    Sweat Seer 1G
    Creature - Druid
    3/2
    Empower 1
    Whenever ~'s power increases, draw a card.

    Struggling Disciple B
    Creature - Rogue
    2/2
    Empower 1
    At the beginning of your upkeep, you may pay 2 life. If you don't, put a -1/-1 counter on ~.

    And here are some designs that just mess around with -1/-1 counters:

    Reality Check 1BB
    Sorcery
    Put two -1/-1 counters on each creature.

    Break Barriers G
    Instant
    Choose one -
    -Remove up to three -1/-1 counters from target creature.
    -Target creature gets +3/+3 until end of turn.

    Surge of Confidence 1B
    Instant
    Remove all counters from target permanent. That permanent's controller gains 1 life for each of those counters.

    For context, the only mechanic I have down so far that's adjacent to this one is GU's mechanic:

    Duplicate M (When this creature enters the battlefield, if you cast it for its duplicate cost, create a token that's a copy of it.)

    On the surface, the only point of synergy is that they're both creature-centric mechanics that contribute to the total power you have on-board. Individual card designs will make up the difference.

    I do not currently have an idea for the WB mechanic.

    So what do you guys think?
    Posted in: Custom Card Creation
  • 1

    posted a message on Parhelion II
    Hey just was wondering, is this an out of season April Fool's joke?
    As someone who has 6 years and thousands of dollars invested in Commander, I can assure you that I'm not joking in the slightest when I say that this card is absolute trash in commander. Sure, Commander is a casual format which encompasses many different playgroups with many different play styles and skill levels and such, and I'm sure that plenty of people will try very hard to make this card work. I'm also just as sure that very many of them will end up being very disappointed when it gets repeatedly countered and removed, at which point they realize that casting this card is roughly equivalent to Time Walking themselves. In a multiplayer format in which a turn cycle can easily take half an hour on average in the late game, that's gonna turn quite a lot of people off to this card.

    So, no. Saying this card is unplayable in Commander is not a joke.
    Posted in: Rumor Mill Archive
  • 1

    posted a message on Parhelion II
    Quote from krishnath »


    People who play commander, not every card is for standard.
    Friendly reminder! Not every card that costs a million mana is playable in commander! Commander is not the designated trash bin of Magic!
    Posted in: Rumor Mill Archive
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