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  • 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
  • posted a message on Sorcery Counterspell
    This would likely just done like so:

    1UU
    Instant
    ~ costs 1UU less to cast if you cast it during your main phase.
    Counter target spell.

    Idk how balanced that is, but it's about as close to your intended design as we'd get.
    Posted in: Custom Card Creation
  • posted a message on Futile end. Act of Treasonous Murder
    I think this could technically be done in monoblack. Black can steal things (usually players and planeswalkers) very infrequently. I think this is a case where it justify stealing a creature. If the spell let you do something else with the creature before it died, I think it would need to be red or blue, but as is I don't think that's the case.

    That said, I'm not a fan of the card. It's obviously designed to take advantage of a very specific interaction that isn't immediately obvious. It just doesn't feel clean. I would do something like this instead:

    Futile End 1BB
    Instant
    Until end of turn, whenever a creature dying under an opponent's control triggers an ability of a permanent that player controls, gain control of that triggered ability.
    Destroy up to one target creature.
    Posted in: Custom Card Creation
  • 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
  • posted a message on Bleeding Edge (PVDDR Preview
    What a waste of a great card name.
    Posted in: The Rumor Mill
  • posted a message on A New Custom MTG Card Editor — mCardstock
    Is there a way to choose the color of the card face for lands without adding mana cost?
    Posted in: Custom Card Creation
  • posted a message on Why I hate Mono red burn
    "get good" is not a helpful suggestion. I'm genuinely looking for help here and you're being a douche
    You're venting, not asking for help. Which is fine. Just do it here -->> https://www.mtgsalvation.com/forums/the-game/standard-type-2
    Posted in: Magic General
  • posted a message on Why I hate Mono red burn
    Uh... get good?

    Seriously though, wrong forum.
    Posted in: Magic General
  • posted a message on Potential “finale of....” cyclee “CONFIRMED!”
    Two mythic cycles? Gee Bill...
    Posted in: The Rumor Mill
  • 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
  • posted a message on Empower - -1/-1 Counter Mechanic
    Alright, I just want to sum up the thread so far:

    There doesn't seem to be any problem with the mechanic itself, but its name could be better.

    "Whenever ~'s power increases,,," presents some tricky questions in specific situations. Bonuses you get from this trigger should be carefully chosen and balanced. Maybe a 2cmc creature that draw a card on this trigger is a might too good.

    The cards I posted need balancing.

    Kraul Harpooner was not the best point of comparison. Smile

    On the name situation, I want to try to understand the problem. Basically, the focus of the mechanic appears to be on the -1/-1 counters, rather than the act of removing them. I think it looks like more of a downside than it is.

    The idea is that any other old creature pretty much has stats determined by their mana cost (a 2cmc 2/2, for example), whereas an empowered creature has the potential to start there, but grow to something much more impressive. Empowerment is all about giving a person the ability to thrive, and encouraging them to do so. Actually achieving that potential means recognizing what's in the way and working to overcome those obstacles. I think my keyword represents that idea perfectly.

    That said, if it takes a paragraph worth of explaining for the name to make sense, I guess the name doesn't work. How about something like "Overcome?"
    Posted in: Custom Card Creation
  • posted a message on Empower - -1/-1 Counter Mechanic
    Frankly, if you're going to introduce a new trigger condition such as this power increase idea, then the impetus is on you to think it through. All the way through. Punting it off with "however it is most intuitive" is a bad look. Anthems aren't the most complex interaction for this trigger; the cleanup step is. Every temporary power reduction is going to trigger these kinds of abilities during the cleanup step, which has its own rules regarding triggered abilities that many player do not encounter is most games.

    That is a good point. I didn't think about temporary debuff effects. I'll have to be careful how those are used if I decide to continue with the "whenever this creature's power increases" subtheme. How do you feel about this as a compromise:

    Sweat Seer 1G
    Creature - Warrior
    3/2
    Empower 1
    At the beginning of your end step, if ~'s power has increased this turn, draw a card.

    That at least dodges the cleanup step problem.
    Posted in: Custom Card Creation
  • posted a message on Empower - -1/-1 Counter Mechanic
    Quote from user_938036 »
    I don't understand this comparison, unless you are comparing exclusively their p/t, which makes no sense. Even the most generous of comparison, has Kraul Harpooner being a +1 card advantage under the scenario of killing a flying creature and not dying in the fight leaving you with a 3/2 body, as compared to +1 card advantage from drawing a card and leaving behind a 3/2. Claiming card advantage under extremely narrow circumstances is equal to blatant card advantage is ridiculous. Sweat Seer is more closely compared to a card like Fathom Mage, they each have a built in way of triggering their card draw but their are easier ways of triggering them in spells that interact favorably with their ability. Fathom Mage is easier to trigger the second, and third time but its harder to say which is easier after that as it requires playing larger and larger creatures while Seer requires more pump of any kind which is easier to have.
    Okay, thanks for your input. Smile
    Posted in: Custom Card Creation
  • posted a message on Tamiyo Collector of Tales and her epiphany EFro Previews
    Quote from SilverWolf_27 »

    What's the order of actions when you sac Rhonas to Prime Speaker Vannifar? Do you shuffle before or after you tuck him?
    Vannifar's ability fully resolves before Rhonas' trigger does. You shuffle first, then tuck.
    Posted in: The Rumor Mill
  • posted a message on Empower - -1/-1 Counter Mechanic
    Quote from user_938036 »
    I have a question about your intent with the "whenever ~'s power increases..." is it meant to trigger on ETB if you have an anthem or a way for creatures to enter with +1/+1 counters? I could see either option being correct but want to know your intent. Also how do you expect this effect to handle removing or adding multiple counters? Does breaking Barriers first mode trigger 3 times while its second mode only triggers once?

    The mechanic looks interesting but the name is a miss. My "empowered" creatures enter weaker than printed which seems all kinds of wrong. Because you are going with a flavor of struggling and overcoming weakness you should use a word that matches that struggle.

    Your individual cards are cool but mostly undercosted. Your seer should cost a minimum of 3 and depending on the set 4. Reality check is also undercosted. While Infest is fine, temporary - is drastically different from counters. Struggling Disciple is actually rather weak, droping to costing 1 life would make it fair when compared to similar cards. Surge of confidence is a problem simply because it's cheap instant planeswalker removal, it's hard to say what to change about it to fix. Break Barrier is the most interesting and balanced of the cards.
    "Whenever this creature's power increases..." should work however is most intuitive. In the case of creatures entering with +1/+1 counters, I would say that it does not trigger. For multiple counters being added removed at once, that will trigger the ability only once, since they modify power at one time. That's how I intend for it to work, anyway.

    As for the name, I'll respectfully disagree. I think there have been "misses" much more severe than this one in the past. I think "Empower" does the job well enough.

    And, of course, balancing mana costs will happen down the line. I just prefer to err toward more exciting designs. I will say that I intend for this set to have a generally higher power level than the typical standard set, so I'm okay with cards being a bit more pushed than usual. And anyway, Comparing Sweat Seer to Kraul Harpooner, for example, tells me that these are within the realm of realism.
    Posted in: Custom Card Creation
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