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  • posted a message on [GDW] Supply: A Boros Mechanic
    It might feel more Boros is the requirement was two tapped creatures. That feels more like a supply chain and how an army works.
    Posted in: Custom Card Creation
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    JUDGING:

    willows: I love the idea of having various creatures work the land. I think it is pretty well balanced too, barring combos with things like glimpse of nature or other ways of chaining creatures together.

    iphanx: this land feels more like a stockpile than a farm. Well balanced, though. Could be fun to play with.

    RyuumiGaroukuni: A really odd card. The mechanic doesn't feel like settling and the farming wouldn't play out to be fun due to the universality. But I think if you were able to make it one way and rebrand the flavor would make it better.

    Am Shegar: This card is really confusing. I'm not sure if this works within the rules, and even if it does, it's a lot to take in which distracts from the flavor tie-in this challenge is focusing on.

    Roccovsky: The action word should work for what is being targeted, its inelegant to have it affect the creature and the land. Plus, I feel like this creature is OP.

    mirrislegend: a very straightforward approach. It's a good approach to the challenge, but it isn't too exciting.

    necarg: Cultivate is cool. I wish you had presented in a way that was slightly less parasitic, but I think it is merited for flavor reasons.

    atogoholic: I like how this takes a while but has a large pay off. Really feels like farming.

    WINNER: Willows, 2nd place is atogoholic.

    NEW CHALLENGE: Japan, but don't use Japanese words
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Renegade Spell-Swiper (U/R)
    Creature- Homonculus Thief
    Flash
    When you cast CARDNAME you may pay XX to gain control of target spell with converted a mana cost of X.
    1/1

    IIW: A mechanic that represents farming.
    Posted in: Custom Card Contests and Games
  • posted a message on Feudal Mechanics
    Quote from banastronaut »
    What in the rules disallows using partial names?

    Quote from user_938036 »
    Why does this mechanic allow legendary at common, you make this ascertain without any real elaboration, as though it were obvious. Would you really make legends as common as artifacts in Mirrodin? That doesn't sound promising.


    You make some great points there. The reason why I felt that pledged would allow for legends at common was that they would be less likely to clog up your hand if you draft a bunch of the same legends in draft and people could include playsets in constructed. I don't think that they'd be quite as common as artifacts in mirrodin so maybe league needs to change. Would having 2 legendary creatures be more fun? It still would feel like a league to me.


    I was also thinking of adding a mount mechanic. I've seen lots of different versions on this website. What do you yall think of this?

    Dragon Steed 4RR
    Creature- Dragon
    Flying
    Mount RR: Mounted creature gets +3/+3 and flying. (If no creatures are mounted on CARDNAME, you may have an unmounted creature mount CARDNAME. A creature and its mount must attack together and block the same creatures).
    5/5
    Posted in: Custom Card Creation
  • posted a message on Feudal Mechanics
    What in the rules disallows using partial names?

    Quote from user_938036 »
    Why does this mechanic allow legendary at common, you make this ascertain without any real elaboration, as though it were obvious. Would you really make legends as common as artifacts in Mirrodin? That doesn't sound promising.


    You make some great points there. The reason why I felt that pledged would allow for legends at common was that they would be less likely to clog up your hand if you draft a bunch of the same legends in draft and people could include playsets in constructed. I don't think that they'd be quite as common as artifacts in mirrodin so maybe league needs to change. Would having 2 legendary creatures be more fun? It still would feel like a league to me.
    Posted in: Custom Card Creation
  • posted a message on Feudal Mechanics
    I'm brainstorming ideas for a set based off of feudal Europe with a heavy focus on familial allegiences- sort of a Game of Thrones type of thing, but more focused on knights in shining armor than intrigue. The set is top down, but the mechanics tend to deal with legendary creatures and names (an idea borrowed from Rivenor). I'd love to get some feedback.

    PLEDGED
    Pledged to Aymer- Discard a card with Aymer in its name: [effect].

    This is an riff off of grandeur. However, it allows you discard more than just the card itself. Many commons could have this effect allowing legendary creatures to have an impactful as-fan. I know it is very insular, but think of it as a way more modular grandeur (which was a very popular mechanic on its own).


    Daylin Aymer the Daring 2WW
    Legendary Creature- Human Soldier (C)
    Pledged to Aymer- Discard a card with Aymer in its name: CARDNAME gains vigilance, first strike and lifelink until the end of turn.
    3/4

    Squire to House Aymer 1W
    Creature- Human Soldier (C)
    Pledged to Aymer- Discard a card with Aymer in its name: CARDNAME gets +1/+2 until the end of turn.
    1/2

    Hanna Aymer, Daughter of Daylin W
    Creature- Human Cleric (C)
    Pledged to Aymer- Discard a card with Aymer in its name: Prevent all damage that would be dealt to target creature this turn.
    1/1

    With pledged allowing legendary creatures to show up at common, the natural next step was League.

    LEAGUE
    League- As long as you control at least three legendary creatures, [effect].

    A sort of metalcraft for legendary creatures. Flavorfully, it hits the mark of showing a group of heroes banding together to fight against the odds.


    Gerad Rushill, Gorvan's Bastard 4B
    Legendary creature- Human Rogue
    Deathtouch
    League- As long as you control at least three legendary creatures, CARDNAME must be blocked if able.
    4/2

    Impassioned Charge R
    Instant
    Target creature gains haste until the end of turn.
    League- As long as you control at least three legendary creatures, you may deal 2 damage to target creature or player.

    The overall vision of this set would be 3 houses, all of which have access to all 5 colors. Each house would have a different playstyle (defensive with large heroes, decietful evasion, pure aggression- these are subject to change).

    An example of a house affiliated card:


    Sigil of House Rushill 2
    Artifact (U)
    Spells with Rushill in their name cost 1 less to cast.
    3, T: Tap target creature.

    What do yall think? Do you have any ideas that could take this concept further or ways to make these mechanics cleaner?



    Posted in: Custom Card Creation
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