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  • posted a message on Tibalt, Phyrexian Chaosmancer
    Quote from Pokerkingdave »
    I think its fine, however 'Toxic' doesn't do anything to creatures.


    I know I just put it in there becuase 1) is on theme with phyrexia 2) it gives the token an excuse to try to be blocked and trade with stuff with its other ability.
    Posted in: Custom Card Creation
  • posted a message on Tibalt, Phyrexian Chaosmancer
    Quote from Pokerkingdave »
    I think the first ability should be changed to pay life. Thats how other cards are worded. 'Lose Life' is used when you don't have a choice like dark confidant.


    Ups totally missed that, but you are right, changing right away.

    Other than that is the card ok?
    Posted in: Custom Card Creation
  • posted a message on Tibalt, Phyrexian Chaosmancer
    Tibalt, Phyrexian Chaosmancer B(B/R)R
    Legendary Planeswalker - Tibalt

    Compleated ((B/R) can be paid with B, R, or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
    +1: Reveal the top card of your library. You may pay life equal to that's card mana value and if you do add it to your hand. Otherwise put it into your graveyard.
    +0: Create a 1/1 red and black Phyrexian Devil token with toxic 1 and "Whenever this creature dies it deals 1 damage to target creature.".
    -5: You gain an emblem with "For each B or R in a cost, you may pay 2 life rather than pay that mana."
    Loyalty: 3

    I couldn't figure out how to code the phyrexian hybrid mana, but oh well imagine it.
    Card inspired in the released art revealing Tibalt as one of the compleated walkers for Phyrexia: All will be One.

    Added this cute mockup I made in mtgdesign



    Changelog:
    +1 ability: lose life -> pay life
    Posted in: Custom Card Creation
  • posted a message on Spheres
    Tying the names to the old artifact lands is awesome but I’m pretty sure we already know the names of the 9 spheres from that art book thing that spoiled the realmbreaker.


    D:

    That's a shame, oh well, we can treat these as alternatives to those (That will most likely get a card version in the set anyways).
    It seemed like a fun idea at least XD

    Posted in: Custom Card Creation
  • posted a message on Spheres
    Furnance's Warzone
    Land - Sphere

    Furnance's Warzone enters the battlefield tapped unless you pay 2 lifes.
    T: Add R
    Corrupted - 3(R/P)(R/P): Furnance's Warzone gains "Creatures you control have haste and battle cry". Activate only once and only if an opponent has three or more poison counters.

    Den of the Preator
    Land - Sphere

    Den of the Preator enters the battlefield tapped unless you pay 2 lifes.
    T: Add W
    Corrupted -5(W/P)(W/P): Den of the Preator gains "Creatures you control get +2/+2 and have vigilance". Activate only once and only if an opponent has three or more poison counters.

    Seat of Progress
    Land - Sphere

    Seat of Progress enters the battlefield tapped unless you pay 2 lifes.
    T: Add U
    Corrupted -8(U/P)(U/P): Seat of Progress gains "You have no maximum hand size" and "At the beginning of your end step, draw a number of cards equal to the number of poison counters target opponent has.". Activate only once and only if an opponent has three or more poison counters.

    Tree of Hunger
    Land - Sphere

    Tree of Hunger enters the battlefield tapped unless you pay 2 lifes.
    T: Add G
    Corrupted -6(G/P)(G/P): Tree of Hunger gains "At the beggining of each player's upkeeep, untap up to three lands you control" and "Whenever you tap a land for mana, add C". Activate only once and only if an opponent has three or more poison counters.

    Vault of the Whisperer
    Land - Sphere

    Vault of the Whisperer enters the battlefield tapped unless you pay 2 lifes.
    T: Add B
    Corrupted -5(B/P)(B/P): Vault of the Whisperer gains "At the beginning of your upkeep, return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield.". Activate only once and only if an opponent has three or more poison counters.
    Posted in: Custom Card Creation
  • posted a message on Titaniablood Successor
    So you want the whole game to run at speed spell 5/interrupt speed, becuase **** balance and stuff?
    Anyways here we go:
    - Cloning is not a mono green ability Kinda don't make sense as an hydrid card (It totally does as a simic/sultai card though)
    - 2 Mana Clone with upside is kinda too strong even if it is conditional clone.
    - God please I assume this is a 0/1, 1/1 as base power and toughness becuase otherwise it doesn't make sense at that cost and with upside
    - What is the point of this retaining its name and types (AS in what do you need it for)? Also I assume that once it clones something it can't keep further cloning other stuff so its ok, from the abilities you just retain the ward only not the cloning part.

    Anyways, not much to say here. This kind of designs are kinda becoming repetitive tbf you just made a weird clone in your other post.
    Ah yes the original version was broken as ****, lucky you decided to drop it in favor of the other at least.
    Posted in: Custom Card Creation
  • posted a message on Escapism & Litigate
    Wouldn't this be in the vain of a delayed trigger in the event that a player chooses fateseal after?

    Litigate > player chooses before > Litigate resolves

    [or]

    Litigate > player chooses after > delayed trigger is created > Litigate resolves

    The rules would simply state that the player has to choose before or after when they cast the spell, and then it creates a delayed trigger for the effect when they choose after.

    Thus, this systematic method would go on to provide an answer for other effects that provide the ability to choose timing sequence. And this whole thing opens up interactive design space for the whole team.


    Dude, do players have to carry a freaking rulebook for each card you'll ever made, what is the point on that?
    I've seen you preaching the rules states this, the rules states that, which rules? The actual rules or yours? becuase that is two different worlds we are talking about, I may ask you to properly refer them as to "My rules" when you talk about your weird vision of the game, better yet, make a freaking post with all the rules you feel necesary and pin it to your banner so we can have the reference and we can stop wasting time.

    Posted in: Custom Card Creation
  • posted a message on Escapism & Litigate
    I'd like to add the fact of why I choose green blue (opposed to more native colors) is that this forces monocolor decks to have to splash for the effect, which in cases like this certainly wants to offer its power with that challenge. It might seem more familiar now that I've brought it to light entirely, and displays another prime means of using the hybrid platform to not only provide diversity, but challenge. I was not under-thinking the potential of this design when I made this choice, it enveloped all these aspects to bring the most well-rounded and thoughtful form of this design to the table.

    Birds of Paradise also feels left out.


    Yeah seems like you overthink cards too much, is Ok. Still suggesting exchanging rogues for a more flavorful tribe considering the card's caracteristics


    As for Remand and Litigate, so did we actually ask what happens to a spell when it loses its target? That effect of the spell can't resolve and does nothing instead. The difference between poison and medicine is always going to be in the dose. No one is saying to abuse fateseal. I have not abused it yet myself. I simply continue to find means to use the mechanic in ways that are incredibly amusing. This should serve as a great example of what to do with such a volatile mechanic like this. And how one designs for it most effectively—on a large scale. It holds great power, where utilizing it requires tincturing, or maceration.


    You use it often in many of your designs, that counts as abuse if you think of the context of all those designs cohexisting at the same time in the game, its a little too much. Fateseal is one of those ability that shouldn't be allowed in big number as is removes a lot of the player-to-player and luck factor of the game in favor of the player that can constantly manipulate the card its opponent is going to draw. It works great as a one of, but seeing it too much and too often does not seems like a path the game should follow. Sorry


    Your composure for Pt'tbunk does work, but let's throwback to a very important notion that [it's not as elegant]. Once again, adapting this change doesn't actually require a lot of work and this goes on to become a solution into the future, to allow more elegant wording composure for effects that's easier on the eyes and the interactivity demand of the game.


    Elegant meaning? Using fancy words? IDK, I would always go for the practical route, so I have no means to know what this elegance is suppoused to be. All in all it becomes a really subjetive matter. But cards with clear and explicit instructions are always easier to play, to read, to follow, etc.


    Do you really feel more comfortable forcing the loop through all those extra hoops so you don't have to amend anything else? This seems incredibly contradictory to the base argument. You want it to be easy to understand. You're saying it complicates things to amend it. But you're allowing something to be created by over-complicated means anyways for the sake of that argument. You're still saying that it enters as a copy of a card by the way, and not a permanent. It's simply referencing it in a different means, but at the same time, and in a more convoluted manner actually.


    It doesnt force anything it is worded by having clear sequence of instructions:
    Ability 1:
    1) We have the timing: As it is being cast
    2) We have the instruction to reveal a card (With a set of caracteristics being its type and mana value) which as per rules is hidden information until you reveal it
    3) revealing the card happens to store that card information as a variable we will use later
    Ability 2:
    1) We have the timing: When it enters the battlefield
    2) The first part is your regular clone effect with the target beign directed to the stored variable from before
    3) The rest is salt and pepper, or the spice of your choice (Meaning extra text)

    None of those small instructions are complicated by themselves, All of them can be clearly executed by simply reading the text in the card (This is a really important thing), none of them require support from extra external ruling (Even the actions that don't seem obvious are instructed to avoid having to go to those externals rules, eg revealing a card from outside the game), none of them are ambigous, and so and so.

    You really prefer this wording composure to my brush up take?


    I do and the mayority of the player base would do too.
    Posted in: Custom Card Creation
  • posted a message on Escapism & Litigate
    The color split is to allow sharing of the effect into other dual color domains where it could or should be suite, such as green and black for example. Using hybrid intuitively like this helps to provide for the game more abundantly, which gives players more bang for their buck, and utility with their invested collection. I was kind of on the fence and wanted to pitch the notion of if-or-not putting token should be necessary here with the rebranding of summon, especially that it's a copy (and must be a token). If you're creating a custom creature token from scratch then sure, you need that context for coherence and continuity of the effect. But honestly I feel like we should just be able to say 'summon a copy' and leaving the action word statement at that does well across the board.


    Besides all the unnecesary retexting on the card I feel this could be done at some point of the game, Birds and Faeries have been green in the past and are usually associated with the forest so I can see this card being part green BUT, why rogues? They have nothing on common with those two nor fit the theme of the card, you could pick something else like, insects, or squirrels that would fit the theme better (Also the name of the card itself is odd but whatever).


    If you cast it on Remand, and Litigate is countered, it has no effect. Did you seriously just ask what happens when a spell is countered? Otherwise, Remand is countering something else, and then is targeted by Litigate? In which you would be able to Fateseal 2. The spell resolves but the destination of the card is changed. Nothing changes about the resolution of the card on the stack, so nothing changes about the functionality of Litigate (being able to choose fateseal before or after that spell resolves). If Remand targets itself, and Litigate targets Remand, Litigate resolves first; the player is simply forced into fatesealing before Remand counters itself and returns itself to the hand (where otherwise it never resolved to be able to choose the after).

    For the record, I do not underestimate how powerful fateseal is. I have expressed continuously that I understand exactly how powerful fateseal is. It is just that I strive to find ways to concentrate its potential in ways that stabilizes its power (by measure, or condition, or erratic scale).


    I believe he ask what happen if the card that is being targeted by Litigate is Remanded, as in Litigate loses its target before it can resolve.

    Speaking of Litigate, well your card single handlely makes Vampiric Tutor and similar cards useless and make card draw spells specially red ones (You know the impulsive draw effects like Light Up the Stage)so much worse that it is kinda difficult to say they should exist, fateseal is kinda of an ill concived ability that you shouldn't have too much of otherwise you can just build around it and bassically be playing solitarie all game which is the most unfun experience ever.


    As you cast Pt'tbnk, you may reveal a creature card with mana value 2 or less you own from outside the game.
    Pt'tbnk enters the battlefield as a copy of the revealed card, except it has "Insert the drawback".
    0/0?


    ACTUALLY: With those little changes the wording works perfectly well and it is based on already existing cards, so yeah that would work.
    The only odd part about that is the cost, why would a clone, that is not a shapeshifter for some reason, be RG (As in you can play it with no blue at all)?

    ALSO: It makes a little bit with you using copy as a word for two different actions among your cards (One for creating a token and the other for cloning a creature) which is kinda inconsistent.
    Posted in: Custom Card Creation
  • posted a message on Battlefield Armory
    Quote from rowanalpha »
    First, deathtouch, menace, reach and trample are all out of color for white. While there are white "keyword soup" cards that grant those abilities, they typically also require you to already have a creature with that ability in play first.

    Cutting those works well, though, because, I was going to recommend trimming the list down to six anyway as its usually easier to find a D6 rather than a D10 when playing paper to randomize the choice with.

    Lastly, the randm selection feels kinda red rather than white. I can still see this as mono-white, but it feels like a bend at least.


    I felt like doing this as a "Roll a d6" card but it felt like it would use too much space (With the formating provided by dice rolling cards we have)
    Yes this is meant to be played in Odric, but I agree that maybe this shouldn't be a white card and I can work some off color abilities that are kinda difficult to get in that deck, by maybe making my card colorless but more expensive, would that work? Maybe? (My card of reference here is this btw)
    Posted in: Custom Card Creation
  • posted a message on Neverending Tales
    I assume you mean for this?

    A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.
    If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.


    Which is a really weird but interesting interaction
    Shame we miss on black and white sagas with this though, I mean Temur is ok but I feel you have better sagas to work with in Abzan
    Posted in: Custom Card Creation
  • posted a message on Battlefield Armory
    Battlefield Armory 2WW
    Artifact Creature - Wall

    Defender
    Whenever another nontoken creature enters the battlefield under your control choose a counter at random from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on that creature.
    0/5
    Posted in: Custom Card Creation
  • posted a message on Escapist Raven & Ambient Purgatory
    I know that it has a replacement effect, but nothing stops the development team from blending the line where necessary to provide new interactivity or provide essential securities. This is not an element of design—this is an element of development. Does everyone here not understand the difference between these two teams and their operating functions?

    On another note, Protection explicitly is crucial to the design so that it may still penetrate defenses in cases of hostile creature domain—such as Vampire Nighthawk. It is an important security to the design and what it does as color-hate.


    Cool you mentioned that, development would definetily send all the cards you make to the bin without blinking an eye. Just saying.
    Also isn't a little too much elistism to think you or any of us really work in like WoTC to have those things into account? Dude this an internet forum not a serious job or something you get paid for...like saying...DO YOU HAVE a design team or R&D department working on your cards or something?

    You card has enought protection as it is with the self bouncing, why does it need to also have protection from a Color Blue is not even enemy of, if fact Black and Blue are allied colors, they usually support each other rather than hosing themselves.

    And Vampire Nighthawk is not a really good cards nowadays
    Posted in: Custom Card Creation
  • posted a message on Escapist Raven & Ambient Purgatory
    It takes place as a state-based effect, on the "trigger" of being revealed from the hand. We do it this way because it provides more action-based context of composure, especially to emphasize a state-based effect (such as like Darksteel Colossus). It wouldn't matter otherwise in the event of discard, because if an opponent attempts to cast an instant discard over it, the ability would trigger again when the hand is technically revealed again.

    Attempts to Trickbind the ability shouldn't matter for what it's doing. It's too narrow to matter, or worry about going out of the way to cover in ways that compromises the security of the color-hate effect. I can't imagine a player that would waste both spells like that. Players would just let it pass. That's literally some 0.00001% case scenario.

    As for the land, if you have to ask, I guess you don't know. However, in the event you are running 18~20 lands it matters very much and is essential to the design for continuance.



    They can force you to discard the card with the same ability that reveals it (Thoughtsieze in our example) becuase you cannot put this ability into the stack until that ability finishes resolving, by which time it may not be in your hand anymore.

    On that note, Darksteel Colossus (the Shuffle effects I guess you are pointing out) is a Replacement Effect not a state-based effect, those work really, really different you know.
    Posted in: Custom Card Creation
  • posted a message on Escapist Raven & Ambient Purgatory
    Quote from user_938036 »
    Do you have something against triggered abilities? Instead of the nightmare of timing that giving the player a choice that can only be made during the resolution of opponents abilities just let this raven have a triggered ability. Though I have to ask your intent. Opponent plays Thoughtsieze while this is in my hand. Do they have the option of discarding it before I can put it into play? Your intent will change how this is worded.

    Ambient Purgatory. In what situations (that might actually occur) do you see playing this as not an aura? When giving a choice, if one choice is strictly worse. Then it's not really a choice.


    As per game rules he shouldn't be able to put the bird in the battefield before thoughtseize resolves so it will (Unless something better is in hand) most likely be discarded.

    I believe the self bounce ability may need to cost a little more to balance everything else happening in the card tbh.

    On the land:
    There are very few ways to word this properly and you have to address that Auras chooses target in the stack which is impossible to do with a land, so the templating should be different, like this

    When Ambient Purgatory enters the battlefield you may attach it to target land you control, if you do, it becomes an Aura with enchant land.
    Enchanted land has shroud
    T: Add C.<<Put a less convoluted drawback if you want>>


    Posted in: Custom Card Creation
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