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  • posted a message on Print This Wizards (so I can put it in my cube)
    Good thing the designs aren't geared for standard then. Is that so?

    I don't know that I see this in Conspiracy necessarily as there is nothing particularly political, gimmicky, or multiplayer friendly about the mechanic but I think Commander could definitely see this design if there were a commander product that featured 1/2 color generals for instance. It would be quite the antithesis of what they went for with the last round of generals.

    I hadn't considered that the black drop can kill itself ala FTK if it isn't enriched upon an empty board. This is also a bit of a corner case though and I don't think it would be a deal-breaker for most cubers in much the same way FTK's lack of a may clause isn't. At least, this guy can just be cast enriched to avoid that problem too!

    Posted in: The Cube Forum
  • posted a message on On the Defensive (Three Blocking Mechanics/Keywords)
    As I mentioned previously, Burden is being scrapped.

    I don't agree with making Desperation an activated ability. If one needed only to discard a card then maybe this would be an elegant solution, but the clutch to this mechanic is that it is only usable when it blocks a creature with power equal or greater to its toughness.

    Appreciate the wording suggestion on resist. Obviously the mechanic needs work, I don't present it as infallible and part of the reason I bring my ideas here is to workshop them with other users. Alternative suggestions for the mechanic name assuming I adopt your wording for how it works?
    Posted in: Custom Card Creation
  • posted a message on Enrich
    The ability word idea is a great one! Makes it even easier to understand. I will definitely implement this in future workings of my idea.

    Please keep in mind that the designs presented are just mock-ups. They are deliberately on the stronger end of applications for the mechanic. I agree that flexibility should come at a cost as well and most designs would not be so pushed (I also design with cube in mind which is why I often shoot for a power level that is as high as possible without being unprintable with rarity taken into consideration).

    To your particular critiques I say. 1) Yes, and this is by design for the reason above. 2) Not unreasonably so. Especially if I use the ability word suggestion. 3)I'm not sure what you mean by a 1CC (converted cost)? 4) Not necessarily. A 1/4 for 2U is a standard going rate. You're still getting a great blocker even if you aren't getting the card draw.

    I don't understand the point you are trying to make with Fabricate. The only thing this has in common with fabricate is both mechanics are giving you a choice based on what you're trying to achieve. Fabricate asks do you want to go big or go wide? Enrich asks do you want to go splashable or optimal.

    I also don't agree that only one mode is standard playable. If you look at the designs that could feasibly rise to the level of standard playable (technically all of them except the common) they're all playable in either mode. You have to decide when the optimal mode is worth the more mana intensive (colorwise) cost and account for that in your deckbuilding.

    Hybrid mana couldn't be further from what I want to do with this mechanic. The whole intent is to provide an incentive to pay casting costs with more of a particular color while still providing the flexibility to still have a serviceable card even if you cannot take advantage of its maximum potential. Hybrid mana costs improve flexibility but don't incentivize a heavier commitment to a color. In fact, quite the opposite, they ease commitments to a color by allowing other colors to be substituted.

    Thank you for your feedback! I look forward to hearing more from everyone.




    Posted in: Custom Card Creation
  • posted a message on Print This Wizards (so I can put it in my cube)
    Would tend to agree that targeted removal is generally, though not always, an upgrade over edict effects. Seems like enrich was well-received so I'd like to offer up another design for White aggro players.

    Eternal Soldier 1W
    Creature – Human Soldier (M)
    First Strike, Vigilance
    Enrich—Eternal Soldier enters the battlefield with a +1/+1 counter on it.
    2/1

    Its more than serviceable without Enrich, but just a beating with it. I know a lot of cubers have reservations about WW casting costs (for its optimal mode at least), but I'm near-certain this would get there.
    Posted in: The Cube Forum
  • posted a message on Enrich
    Hello All!

    Many of my designs are geared towards cube and one of the biggest considerations of a card's cubability (if you will) is whether it is splashable or requires a heavy commitment to a color. Enrich helps ingratiate players to color intensive costs by not forcing a player to adhere to the difficult cost in order to cast the card, but rewarding the player if they can pay such a cost.

    Enrich--If greater than half of the mana spent to cast this card is colored mana that matches the color(s)in this card’s mana cost, it enters the battlefield enriched.

    Notes: While my mock-ups are creatures this keyword could easily be applied to other colored permanent types.

    Interpreter of the Tides 2U
    Creature – Merfolk Wizard (C)
    Enrich- Draw a card when Interpreter of the Tides enters the battlefield.
    1/4
    Notes: Powerful common. Great defensive stats and a card draw if you cast this for 1UU

    Fledgling Demon 2B
    Creature – Demon (U)
    Flying
    When Fledgling Demon enters the battlefield you lose 2 life.
    Enrich- Fledgling Demon enters the battlefield with a +1/+1 counter on it.
    2/2
    Notes: An enriched take upon Foul Imp.

    Hexamus, Deathly Ritualist 4B
    Creature – Human Wizard (M)
    Deathtouch
    When Hexamus, Deathly Ritualist enters the battlefield target player sacrifices a creature and you create a 2/2 black Zombie.
    Enrich- Instead, when Hexamus, Deathly Ritualist enters the battlefield destroy target creature and create a 3/3 black Demon with flying.
    2/2
    Notes: Cubes desperately want an awesome black 5-drop. I aim to please with this design.

    Bramblebeast 7G
    Creature – Treefolk Beast (R)
    Trample, Protection from Instants and Sorceries
    Bramblebeast can’t be countered.
    Enrich- Gain 10 life when Bramblebeast enters the battlefield.
    8/8
    Notes: TIMMEH! This is your Green fatty with enrich. Somewhat of a twist on Pelakka Wurm.

    Eternal Soldier 1W
    Creature – Human Soldier (M)
    First Strike, Vigilance
    Enrich—Eternal Soldier enters the battlefield with a +1/+1 counter on it.
    2/1
    Notes: WW is one of the toughest sells in cube, but this guy is just fine without the boost and an elite 2-drop if you can cast it for WW.

    Would love to hear your thoughts and suggestions. Constructed feedback is much appreciated!
    Posted in: Custom Card Creation
  • posted a message on On the Defensive (Three Blocking Mechanics/Keywords)
    Does changing Resist from "during the declare blockers step" to "at the beginning of the declare blockers step" correct the problem? Or do I need to just go with "after any opponent declares attackers (attacking you or a planeswalker you control)..."

    Likely going to scrap Burden, but any more thoughts on Resist or Desperation (either the mechanics/keywords themselves or some of the mock designs) would be greatly appreciated!
    Posted in: Custom Card Creation
  • posted a message on Print This Wizards (so I can put it in my cube)
    Hexamus, Deathly Ritualist 4B
    Legendary Creature – Human Wizard (M)
    Deathtouch
    When Hexamus, Deathly Ritualist enters the battlefield target player sacrifices a creature and you create a 2/2 Black Zombie.
    Enrich - Instead, when Hexamus, Deathly Ritualist enters the battlefield destroy target creature and create a 3/3 black Demon with flying.
    2/2

    *Enrich — If greater than half of the mana spent to cast this card is colored mana that matches the color(s)in this card’s mana cost, it enters the battlefield enriched.

    Could this be the missing black five drop for you?
    Posted in: The Cube Forum
  • posted a message on On the Defensive (Three Blocking Mechanics/Keywords)
    Hello all!
    Decided I would join up to share some ideas I've been working on....

    The mechanics/keywords I've created here are all first drafts and constructive feedback is very welcome! I know Magic tends to favor mechanics that move the game towards conclusion (e.g. Raid) but I wanted to design a couple of mechanics that allow for more variance in combat or at least creates some unique tensions. So without further ado....

    Resist- You may cast this creature for its resist cost during the declare blockers step on an opponent’s turn. Return it to your hand at the end of combat.

    Notes: Think of it as dash for blockers or a weaker flash.

    City Patrol 2W
    Creature – Human Soldier (C)
    Resist 1W (You may cast this creature for its resist cost during the declare blockers step of an opponent’s turn. Return it to your hand at the end of combat.)
    1/4

    Karmic Adjudicator 3RW
    Creature – Angel Warrior(U)
    Flying
    Whenever a creature deals combat damage to Karmic Adjudicator, Karmic Adjudicator deals that much damage to that creature’s controller.
    Resist 1RW
    3/3

    Deathly Interceptor 1UB
    Creature – Vedalken Assassin (R)
    Deathtouch, Menace
    Resist UB
    Whenever a creature dealt combat damage by Deathly Interceptor dies, draw a card.
    2U: Target creature an opponent controls must attack this turn if able.
    2/3

    Velana, Tenacious Guardian 4GG
    Legendary Creature – Treefolk (M)
    Trample, Reach
    Resist 2GG
    When Velana, Tenacious Guardian enters the battlefield target creature you control gets two +1/+1 counters.
    3/4

    Desperation - If this creature would block a creature with power equal to or greater than its toughness you may discard a card from you hand to activate this creature’s desperation ability.

    Notes: Desperation provides improved defensive utility for card disadvantage.

    Baby Horned Turtle U
    Creature – Turtle (C)
    Desperation-If Baby Horned Turtled would block a creature with power equal to or greater than its toughness you may discard a card and Baby Horned Turtle gets +0/+2 until end of turn.
    1/1

    Leonin Swordguard 1WW
    Creature – Cat Soldier (U)
    First Strike, Vigilance
    Desperation – If Leonin Swordguard would block a creature with power equal to or greater than its toughness you may discard a card and Leonin Swordguard gets +2/+0 until end of turn.
    2/2

    Volcanic Mage 2RR
    Creature – Human Mage(R)
    tap symbol : Deal 2 damage to target creature and 2 damage to that creature’s controller.
    Desperation—If Volcanic Mage would block a creature with power equal to or greater than its toughness you may discard a card and deal 4 damage to that creature.
    2/2

    Eos, Magister of Tomorrow 5UU
    Legendary Creature – Sphinx (M)
    Flash
    Flying
    Desperation-If Eos, Magister of Tomorrow would block a creature with power equal to or greater than its toughness you may discard a card and take an extra turn after your next turn.
    6/4

    Burden - Before an opponent can declare you or a planeswalker you control as the target of an attack they must pay 1 for each permanent you control with Burden.

    Notes: A taxing effect that isn't based on each creature attacking you. Notably it can appear on all permanent types!

    Intimidating Garrison 3
    Artifact Creature – Wall (C)
    Defender, Burden
    1/4

    Freeze Radius 1U
    Enchantment- (U)
    Burden
    When Freeze Radius enters the battlefield scry 1 and tap target creature. That creature does not untap during its opponent’s next untap step.

    Calmbringer 2U
    Creature – Merfolk Wizard (U)
    Burden
    At the beginning of your upkeep if you have not been attacked since your last turn, draw a card.
    2/2

    Veteran Peacekeepers 3W
    Creature – Human Monk (R)
    Burden (If an opponent would attack you or a planeswalker you control they must pay 1 for each permanent you control with Burden first)
    tap symbol : Create a token that is a copy of Veteran Peacekeepers except it doesn’t have this ability.
    2/4

    Aegia, Ascended Gatekeeper 3WWW
    Legendary Creature – Angel (M)
    Flying
    Burden (If an opponent would attack you or a planeswalker you control they must pay 1 for each permanent you control with Burden first)
    When Aegia, Ascended Gatekeeper enters the battlefield create three 1/1 white Human tokens with Burden.
    4/4

    Hope you enjoyed some of these designs! Looking forward to hearing your input.

    Posted in: Custom Card Creation
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