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Magic Market Index for October 12th, 2018
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Knock Out the Referee UBB
    Instant
    Counter target judge ruling. That judge cannot intervene for the remainder of the game.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Eerie Fog 1UB
    Creature - Wall (U)
    When ~ enters the battlefield, look at the top 5 cards of your library. Exile one of them face down, then put the rest on the bottom of your library in a random order.
    When ~ blocks or dies, you may cast the exiled card.
    0/5

    (Still need to pay mana. Timing rules can be broken)

    IIW: Auras or equipment that have different effects depending on the attached creature (see Bonds of Faith)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Deluge Deer1RUG
    Creature - Elk (U)
    When ~ enters the battlefield, add RUG. Spells cast with this mana gain Cascade.
    4/4

    IIW: more Elk
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Judge Poker1RG
    Creature - Troll
    Flash, Haste
    ~ costs 1 less to cast as long as an opponent has been holding priority for 20 seconds or longer.
    3/3
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Pulse Robber 1UR
    Creature - Vampire Shaman
    When ~ enters the battlefield, tap target creature an opponent controls. If you do, ~ gains haste until end of turn, and that creature doesn't untap during its controller's next untap step.
    3/2

    IIW: enchantment or equipment that give attached creature an extra or set creature type
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Propaganda Plane 1UU
    Artifact - Vehicle (R)
    Flying
    When ~ deals combat damage to a player, you may exchange control of target creature that player controls and target creature that crewed ~ this turn.
    Crew 1
    2/4

    IIW: Pretend Edge of Autumn belongs to a 4 part cycle. Make another card from the cycle. (Doesn't need to fit in Future Sight unless you want it to).
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Bloodspiller 2
    Artifact - Equipment (R)
    Living weapon
    Equipped creature gets +3/+1
    3, pay 4 life: Create a 0/0 black Germ creature token and attach this to it.
    Equip 2

    IIW: food/snacks
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    New Abzan Dude WBG
    Legendary Creature - Human Soldier
    At the beginning of your end step, put a +1/+1 counter on each tapped creature you control.
    T: Regenerate target creature.
    3/3

    IIW: a card that has an enhanced effect against a particular unpopular tribe, like Eye Gouge
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Before addressing individual cards, there were two unstated qualities I was looking for that I didn't make explicit in the challenge line. I was looking for limited cards, and I was coming from the belief that Golgari ought to have been given a middle to high tier common in GRN that fills the graveyard.

    Devkarin Cultivator - Wow! I'm not sure I'll be able to give a complete praising of this card but I'll try. First I'll pass the one criticism I have with it - it's strong enough that it doesn't need to be a 1/3. It being a 1/1 and being a staple of the limited format would give more relevance to Ornery Goblin, Cosmotronic Wave, and the Hellkite that pings on attack, and in general it would be more balanced as a 1/1. Onto the praise. It doesn't just empower Golgari in both ways Golgari needs it (notice how many Golgari cards are expensive), it supports a whole other archetype in 3+ color green. Simultaneously it rewards/requires you to have plenty of creatures in your deck to make the color fixing reliable, which in turn incentivizes Undergrowth. Lastly, I love cards like this that push players into thinking in terms of probability and at what EV point a plan becomes reliable. It's got a strong base line of power in regards to benefiting Undergrowth but it can also function as a trap for players who do not respect that it will not always hit when you need it to and miss-build/draft accordingly.

    Undercity Harvest - I like the space this card lives in and I hope something like it gets printed. I'd be more ambitious and have it look at 4 cards minimum. Cards like these tend to be unplayable or niche playable in limited, so you might as well give noobs a break and let them miss less often with 4 or 5 cards. This feels close to Commune with Dinosaurs as far as niche playability goes; it's clear that only Golgari wants this card and will wheel it in draft most of the time.

    Dig Through Filth - Not sure what happened with the Draw a Card at the end when you're already drawing the revealed card but let's pretend that's not there. I'm not a fan of this card in the context of looking for a common to strengthen Golgari in GRN. It's likely not worth playing in limited. It's high variance, and even when it hits, it's only worth putting in your deck if you achieve enough synergy in the other cards you play. The most aesthetic thing about it is that it aligns with Golgari's theme in GRN, that it requires Dimir's mechanic for setup.

    Trashpile Scrounger - Way too unoriginal. Would be happy to see this exist in the set, sure.

    Devkarin Recycler - Nice card, fits in well with what Golgari wants to be doing in the early turns in GRN. Plays well with unwanted tokens when mixed with Selesnya. Glad there's a "may". Would really like to see this as a Hound to continue the Rat - Cat - chain of predation, and we have a precedence for dogs in Golgari.

    Winner goes to Subject16's Devkarin Cultivator
    Next: Cards that can't be cast from the hand
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Decadent Guildmage 1B
    Creature - Human Wizard
    3W: Each player gains life equal to the number of cards in their hand.
    3R: Each player loses life equal to the number of cards in their hand.
    2/2

    IIW: A common graveyard filler for Golgari
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Peacecaller 1WW
    Creature - Human Advisor
    At the end of each player's turn, if that player did not attack with any creatures that turn, they draw a card.
    1/4

    IIW: A common graveyard filler for Golgari
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Viral Outbreak 2BB
    Instant
    Put a -1/-1 counter on each creature.
    Whenever a creature dies this turn, proliferate.

    IIW: A common graveyard filler for Golgari
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Simic Command GGUU
    Instant
    Choose two:
    -Reveal the top card of your library. You may put it onto the battlefield if it's a creature or land.
    -Creatures target player controls have base power and toughness 3/3 until end of turn.
    -Activate an ability of a creature of your choice without paying its costs.
    -Counter target spell unless its controller pays X, where X is the total power among creatures you control.


    IIW: cards with off-color activated abilities
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Tree of Vitality 2GGG
    Creature - Plant
    Defender
    T: Exchange your life total with the amount of green mana in your mana pool.
    GGG: Target creature gets +1/+1 until end of turn.
    0/7

    IIW: a whale creature or whale-themed spell
    Posted in: Custom Card Contests and Games
  • posted a message on Power Dropoff Among Commons
    There's a damn good reason draft works better when there are fewer strong commons, but it's not immediately obvious, and it's unclear whether WotC is aware of it, though they ought to be with all their internal data. It's a benefit to draft only - I think I'd prefer a common-defined format in sealed. Unfortunately for sealed lovers, draft is more popular.

    It's all about signalling. To be a consistently great drafter you must master signalling. And signalling falls apart when too many of the highest tier cards are commons.

    This is easiest illustrated by example. Let's say you make some poor life decisions and draft m19. It's pack 1 pick 4. You didn't pick any green cards in picks 1-3, but maybe you saw a few mid tier green cards, nothing to get you to bite, but also notably not a total lack of green that would indicate it's being cut. Pack 4 comes and you see a Rabid Bite. (Hint: Rabid Bite and Druid of the Cowl are the two high tier green commons in m19). There are two possibilities for how this Rabid Bite got to you at pick 4:
    a) A series of players decided not to take a premium green card. Green is likely to be open from the right so long as none of them has a change of heart.
    b) Somebody did take another premium green card. It was either the only other great common, Druid of the Cowl, or it was a rare or uncommon. Green will likely not be open from the right.

    You can see that the inference that green is open from the right is much much more reliable when it's less likely that there were multiple premium green cards in the same pack, and that happens when the best cards are in the rare and uncommon slots. Significantly increase the number of high tier cards at common and you explode the frequency of meaningless signals. If the average number of premium cards per color per pack is 2, receiving a pack of with 1 remaining could mean that one was taken, or it could mean that it only had one to begin with due to variance. Keeping the highest power in rare and uncommon pushes that average down and makes signals more reliable.

    This was all assuming you meant you want more high tier cards at common. If you meant you want power level to rise such that power variance in limited becomes flatter, there's a different problem. It would result in either power creep or its opposite.
    Posted in: Magic General
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