We have a few unfinished cycles that the core set could easily finish, primarily the enemy Bicycle lands (Amonkhet) and Showlands (Shadows Over Innistrad), either of which would be welcome.
Alternatively, I'd like to see a new cycle staring with enemy lands for a change. Like an enemy Nimbus Maze cycle. I think that would complement the Shocklands nicely.
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May 8, 2019Posted in: Custom Card Creation
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.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.
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.
May 8, 2019The 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.Posted in: Custom Card Creation
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."
May 7, 2019This would likely just done like so:Posted in: Custom Card Creation
~ 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.
May 4, 2019I 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.Posted in: Custom Card Creation
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
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.
Apr 18, 2019So 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?Posted in: The Rumor Mill
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?
Apr 14, 2019Posted in: Magic General
You're venting, not asking for help. Which is fine. Just do it here -->> https://www.mtgsalvation.com/forums/the-game/standard-type-2Quote from Creme_Fraiche420 »"get good" is not a helpful suggestion. I'm genuinely looking for help here and you're being a douche
Apr 12, 2019If 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
Apr 11, 2019Alright, I just want to sum up the thread so far:Posted in: Custom Card Creation
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.
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?"
Apr 11, 2019Posted in: Custom Card CreationQuote from BlazingRagnarok »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
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.
Apr 11, 2019Posted in: Custom Card Creation
Okay, thanks for your input.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.
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