Mergatroid_Jones - I am a fan of cards that do a pretty narrow thing but then cantrip so that they feel like they're not a total loss if that narrow situation never comes up. This feels like a very fun example. Good in response to land destruction or with creature-lands and the like. It's fun, feels balanced, might be more likely to be printed at uncommon than rare, but still, fun card.
Subject16 - This is a very strange card to assess, in a fun way! You can save a creature or planeswalker with it, at the cost of some life, but you also draw. I don't really see this being at rare power level unless its in an environment where you are likely to draw lots and lots of cards off of this somehow. My one gripe as far as flavor in the game is that non-creature lands can't be dealt damage, so the mechanics don't QUITE match up to the flavor of the story, but I get what you're going for.
void_nothing - Looking first solely at the card independent of story flavor, it feels pretty balanced. Part of me thinks that the modality makes it a little too good for the cost, but it's color restrictive and sorcery speed and the second mode can whiff a lot, so it's probably fine. As for in-story flavor, I get what you are doing with the air, but my one wish is that the mechanics of the card felt like it more matched the deprivation of air (to me, exile as opposed to destroy in mode one kind of takes me out of the gasping-for-air flavor). That said, this is a very fun common.
kwanyeegor - First I feel like this is probably a rare just for being so cheap, in red, and complex for new players. That said, this is a super interesting card, and in the right sideboard, super powerful. I don't quite see how what it does matches up to the name "distant thunder" unless it is referencing cards I am unaware of, but still, I like this effect a great deal.
For a simple and elegant solution, I think this one goes to Mergatroid!
A druid among you utters a simple but elegant incantation. The fire attempts to rage, but the trees refuse to burn, and within a minute or so the fires, fuel-less, have died out. The way forward is clear, and you move ahead, happy to be free of these fraught woods. You make camp at the other edge of the woods in a clearing next to a flowing river. In the morning, you awaken to discover that bears have stolen your food. It would be unwise to progress any further without provisions, so you must acquire food.
Design a card to represent acquiring more food for your journey. Feel free to use the woods or river as part of the flavor, but you don't have to.
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Jan 17, 2019JamBlock posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleChromium's Herald 1UPosted in: Custom Card Contests and Games
Creature - Human Wizard (C)
Sacrifice ~: The next Dragon spell you cast this turn may be cast as though it has flash.
Chromium's Summoner 1WU
Creature - Human Wizard (U)
As long as you control a Dragon, ~ has hexproof.
Sacrifice ~: The next creature spell you cast this turn may be cast as though it has flash and it enters the battlefield with a +1/+1 counter on it.
Chromium's Lieutenant 1WUB
Creature - Human Wizard (R)
As long as you control a Dragon, ~ has hexproof and indestructible.
You may cast creature spells as though they had flash.
IIW: interesting mana rocks
Jan 16, 2019Amuzet - I am typically not a fan of this degree of color-specific hate. This is an interesting design space in that it can cycle itself if there are no green creatures to hate, but I think that giving mono-blue a mass -1/-1 counters effect against green is both out of the color pie and just kind of weird/unsettling. The flavor of the card is fun, though I do wonder how it would be used by the adventurers in context.Posted in: Custom Card Contests and Games
void_nothing: I am inclined to think this card would be very strong (situationally) even without the fog effect. I think the difference between +1/+1 and +2/+2 just makes it a little bit pushed, with the lifelink. It's a very fun card and I like the tribal interactions but from a sheer balance perspective it just feels quite strong to print.
Subject16: This does feel like the next natural step in where we're heading, so the question here is really just: is this costed right? And my answer is: I'm not sure. without the cantrip, it definitely is, but with it, I wonder if this should be costing 4U or 2UU. That said, if this were printed exactly as-is, I don't think anyone would be terribly surprised. It also has intuitive flavor that makes sense in game context and in adventure context.
DarkNightCavalier: This card is also, like the one above, teasing that line of balance. The sorcery speed version of this costs 2R but, importantly, can also hit players. When you take away the ability to hit players but also make it an instant, you are probably keeping it at about the same approximate power level, so then the RR cost seems like it could be totally justified. This card is far from exciting, but it is effective in this context and makes perfect sense.
kwanyeegor: This card is super fun and cool, but has obvious pitfalls when it comes to things like "keyword ability" not being a mechanic recognized by the game. This card is super weird and interesting, too, in that I have no idea if it's any good. Six mana across three colors to shock three things feels very very meh, so the question then is how much of a difference these reflection tokens make. I feel like the answer there is: if they have deathtouch, this spell ends up great, and if not, it end up VERY underwhelming. It's just too swingy for that very restrictive cost.
It comes down to the two simpler options here, I think, between frost and sparks. Ultimate, I think the sparks feel SLIGHTLY more safely balanced, and thus I'm going to say the winner is DarkNightCavalier
A mage from among the adventurers sends a wave of sparks out among the dryads, striking each of them down. But as their flammable bodies are ignited and hit the equally flammable trees and grass, a small fire breaks out. It would be unsafe and also very rude to proceed without doing something to extinguish these flames.
Design a NON-BLUE spell to deal with this small forest fire.
Jan 15, 2019JamBlock posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleChimeric Lieutenant 1Posted in: Custom Card Contests and Games
Lieutenant – At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on ~.
1: Until end of turn, ~ becomes a 0/0 Construct artifact creature.
Jan 15, 2019I'll get going with three entries with the hopes of getting this off the ground.Posted in: Custom Card Contests and Games
void_nothing: This is a very fun card on the payoff side of things, but I am not sure if the first ability, while flavorful, feels right here. I also feel like there are some formats where this thing is almost useless and others where you can almost always get it online within a turn or two. I guess even if you can get it online fast, it's still a do-nothing enchantment when it enters, and thus is unlikely to break anything. Overall, this is a very fun card flavorfully in terms of the mechanics matching the intended flavor, and again, I do really like the way it pays off in a way different than many other quest counter enchantments.
Cardz5000: This doesn't seem quite up to power level to me. The quest counters take some time to get going, and while yes, even with one counter on it, the enchantment has an effect, it feels like a lot of the time this may be a scry that you can whiff on (which I suppose is still useful). This is probably still quite good in a deck with lots of cheap instants which can get counters quickly, but I'm not sure if the payoff is quite strong enough for how difficult getting counters on it can be.
Amuzet: This took me a second as the abilities should probably be in reverse order, but now that I get it, it's interesting. My main problem with this is that quests that keep gaining and losing counters don't feel like quests in the traditional Magic context, they feel like other enchantments that would use a different kind of counter. As for balance, this seems interesting if a bit weak, since your opponents can just hold onto their artifacts until this has been dealt with, theoretically.
You examine the bulletins and see a strange one. It is immediately strange not for its content, but by the sheer awfulness of the handwriting with which it has been scrawled. Upon further examination and multiple consultations about whether a letter is an 'L,' 'S,' or 'T,' you discover that it was posted by an academy professor who claims to have discovered a lead to the location of a legendary spring, said to flow with pure gold. You go to the professor, eager at the thought of this bounty. He introduces himself as Allus Greyf and, as he paces from one bookshelf to another, explains his discovery: a map, albeit an unconventional one. Not a drawing of places and routes, but instead a code hidden in the paragraphs of a tome he has been examining. He has been able to decipher only an approximate location: halfway up Mt. Ethreyn, on its southeastern slope. He says that if you are able to chart a route there and return to him with the traditional map, then you are more than welcome to whatever bounty you can carry home with you as well, so far as he's concerned.
You make your way out of town in the direction of the mountain. After a few short hours, you must trek off the security of the paved road onto a woodland path. Before long, you are ambushed! You are attacked by three of the following:
Dryad Pests BG
Creature - Dryad (U)
CREATE AN INSTANT SPELL THAT REPRESENTS HOW YOU WISH TO DEFEAT/ESCAPE/ETC. THESE ASSAILANTS.
Jan 15, 2019netn10 - This is a fun little card and I strongly suspect that it could even be common (though for the complexity of switching I get why it wouldn't be). It's not the most exciting thing in the world but it is undeniably very cute.Posted in: Monthly Contests Archive
Hemlock - The fact that this ETBs untapped and instantly can tap for one mana of any color, even though it's only once, makes this overpowered I'm afraid. And the fact that it's nonlegendary might make it all the more so. It's a very cool idea but I think it just needed to ETB tapped to be viable.
Jimmy Groove - A lot of fun flavor stuff going on here, but I think the card might actually be too slow. They don't have to pop the clues so in a lot of games they can play around this timing-wise until they have an answer for the token, which in decks that would draw quickly shouldn't be hard to find. Cool idea, but maybe not quite worthy of mythic.
RaikouRider - This is really all in on clue flavor and synergies. I really have no idea how powerful it would be without playtesting, but my instincts tell me "somewhat". It does a lot of stuff and I think it's very creative and interesting. I'm into it.
Gateways7 - This is interesting. It's very handy for getting clues, almost too handy with getting a clue for each dying creature, including tokens. But the activated ability seems likely to very narrowly be better than just sacrificing clues the normal way. I'm not sure this is card is balanced, even within itself, but I do appreciate what you are going for, especially with the flavor.
Subject16 - This is a flavor win for sure, albeit one that manifests in a weird card, mechanically. Not sure what else there is to say. It might be too slow of an "engine" to ever see play, but I do like looking at it, design-wise.
1 - RaikouRider
2 - netn10
3 - Subject16
Jan 14, 2019I've tried things like this before, and here's another one!Posted in: Custom Card Contests and Games
What is this?
This is a game where you, the players, represent a band of adventurers going on quests, solving puzzles, overcoming challenges, and fighting mighty enemies. You will do so, unsurprisingly, by designing custom Magic cards.
How does it work?
I will post a bit of story, continuing from wherever it has left off, culminating in a challenge that you need to design a card to overcome. Sometimes there might be very specific prompts, sometimes it might be totally open ended. Then when I get the chance and there are a few entries, I will judge, and the winning card will determine how the adventure continues from there. It may often be helpful to post a sentence explaining what your card is doing, flavor-wise, in the adventurers' world.
That's basically it. So let's start.
Our adventurers return, as they always do, to the tavern. Their pockets laden with coin, they take the night to celebrate. The next morning, hands on their heads, they amble down the stairs and share sheepish smiles before heading out to read any local bulletins from citizens who may be requesting assistance. Sure enough, there's a job that looks right up their alley.
Challenge: Design a quest-counter enchantment to represent your next adventure.
Jan 10, 2019Darksteel Mirror-Ship 4Posted in: Monthly Contests Archive
Artifact - Vehicle (R)
At the beginning of each combat, ~ gains flying until end of turn if a creature that crewed it this turn has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, lifelink, menace, reach, trample, and vigilance.
Jan 10, 2019Question Reality 1UUPosted in: Monthly Contests Archive
When Question Reality enters the battlefield, exile any number of other permanents you own, then investigate that many times.
Whenever you sacrifice a clue, you may put a card exiled with Question Reality onto the battlefield.
Jan 10, 2019JamBlock posted a message on January CCL, Signups/Round 1: Ancient Birthing Groundskwanyeegor - I could be wrong but this feels underpowered for a rare, though rarity is wonky in commander products and this feels like it would belong there. It’s definitely a fun powerful effect, but the tokens seem so much more powerful than the life. At that cost, I feel like there could have been more happening, but it’s still a very cool design.Posted in: Monthly Contests Archive
TheDrB - Well this is certainly tough to evaluate for power level, but I like the design and it’s a fun twist on a classic.
willows - The flavor here is wonderful but it feels like the three-card cost is, weirdly, a little high for the zombies but a little low for the Forest? It just seems like the ramp is so often going to be the best mode. But the flavor here is lovely and I could definitely be wrong about the power.
picnic_bomber - This is a very very cool card, and well costed I think. I really like it a lot, and would love to play with it in EDH.
Cardz5000 - This is a fun take on lands-sort-of-being-spells. It seems balanced, albeit just a bit unexciting.
mirrodin71 - This card badly wishes it could be in Atraxa’s colors. To me this card goes from fine but weird and weak with the 2/2 tokens to bonkers build-around with the 5/5 tokens. It might just be too bit of a gap, and you’re always going to want to use it on a non creature artifact.
Jan 10, 2019JamBlock posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleInquisitive Councilman 1UPosted in: Custom Card Contests and Games
Creature - Human Advisor (C)
Whenever you vote, investigate.
"I'll see if we have the numbers."
IIW: Permanents with modal abilities
Jan 10, 2019brainpo, flatlinePosted in: Monthly Contests Archive
Siren's Toll 2UU
At the end of combat on each opponent's turn, draw a card for each creature that player controls that didn't enter the battlefield this turn or attack you this turn.
Jan 9, 2019raptorchan, kwanyeegorPosted in: Monthly Contests Archive
Merfolk, Playing Last
Envious Tidebinder GWU
Creature - Merfolk Wizard (R)
Nonbasic lands controlled by opponents with more lands than you don't untap during their controllers' untap steps.
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