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  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Slay is a cool cardname. It's an unnecessary text change.
    Armored feels really bad; it's a representation of a thing that has traditionally been represented by equipment and +1/+1 counters. I don't know what you're trying to do here - is it the phantom ability of preventing damage, or is this a temporary absorb 2? Either way, please no. This is a lot of book keeping for a limited only creature...

    Dragon Toss 1RR
    Sorcery (U)
    Search your library for a dragon card and put it on the battlefield, then it fights target creature. Then sacrifice it.
    Posted in: Custom Card Contests and Games
  • posted a message on Redesigning the Old Elder Dragons
    New Chromium 2WWUUBB
    Legendary Creature - Elder Dragon
    Upkeep WUB
    Flying, Rampage 2, Menace, Haste, Lifelink
    U: Exile New Chromium, then return it to the battlefield at the end of turn.
    7/7
    Posted in: Custom Card Creation
  • posted a message on Envy Storm
    I know storm's strong. Admittedly perhaps I should have costed these 1x more, since they're guaranteed to storm at least once... but I did want to get a gauge of how people thought.

    I hate counterspells, so if storm can cut them down a peg... all the better. Maybe wizards can reprint Mana Leak or Dissipate in a format with storm variants - good for modern, good for blue players against other decks.

    And let's think about what people are trying to do with these - get opponents to draw more cards. Sure, in a format with a good Wheel of Fortune variant, these can get kind of silly... on turn 8 or so. But your opponent won't risk you getting a storm of 8 off, so they won't run it, and at that time, your opponent can counter your wheel variant. I expect the block would have cantrips and the occasional directed or symmetrical card draw effect.
    Posted in: Custom Card Creation
  • posted a message on Red Combat Trick Doubler
    I like it. It's theoretically repeatable, but it's probably going to die. I don't know if it needs Haste... seems like you're trying to force in the first one w/o balancing the fact you'll almost certainly get a hit off of it (or would, save the fact you still need to cast it).

    I'm not sure if the "targets a creature" is necessary though.

    Posted in: Custom Card Creation
  • posted a message on Inverse Arena
    Drown Out UU
    Instant
    Counter target spell if R or G was used to cast it. That spell's controller may search his or her library for an island and put it onto the battlefield tapped.
    Posted in: Monthly Contests Archive
  • posted a message on After over five years of work, I finally finished my first custom block!
    Nah; Griffin Guide's a guide, not a mount. More or less these have the same flavor as totem armor - mystical essences of creatures that somehow aid enchanted creatures.

    However you do riding a creature, it's got to be good because it's immediately going to be evergreen like Equipment and Vehicles. You will never see a non-vehicle "Vehicle" card anymore; and you'll never see a non-mount horse anymore.

    Actually, that's one big problem with "Mount" I think - effectively you're going to obsolete lots of old cards (flavorwise, not mechanicwise). Whatever you do needs to be flavorful, fun, and influence how creature combat goes down. Vehicles and Equipment play super differently, with equipment creating some interesting tension between making a fattie to trade and reequip, while vehicles playing almost exactly the opposite, as the vehicle will die, not the creatures crewing them.

    Right now, I'm not sure what the rules regarding Mount are (from your descriptions above). If I terror a rider, do I get the mount? Vice versa? If the rider dies of combat damage, does the mount? Can I mount multiple creatures? (2 riders, 1 ride - a knight pulling his queen to safety on his horse and riding into the distance; 2 rides, 1 rider? - Jack Sparrow riding two tortioises...)

    Card Analysis:
    1. 25 gold - This would be more flavorful at 20. It should also cost more; there's no reason to make it a 2 drop.
    2. Aid - Too much shuffling! Also, this card is pretty bad. (Question: Can the cycle put them on the bottom instead?)
    3. Airborn Captain - Can he give +1/+1? Is that really going to bust it?
    4. Web Counters - Do these have rules text, or once the legend dies, they're free? Also, why does this have vigilance? That really shuts down your opponent unduly.
    5. Beast Noble - if he's the last of his kind, why is he tutoring for more of his kind? Also, can you word this like Cascade to avoid shuffling?
    6. Trickery - I don't know about this. Shuffling works here, but this needs to be rare. Also, playtest it. It's unplayable in limited, and too complex for a common, so don't make it common!
    7. Bird Noble - "Noble" creature type really doesn't make a lot of sense, I think. Just make it a soldier.
    8. Ayara - +1 I'm not a fan of Intimidate; also the +1 is just really bad. Can't it pop out insect tokens? -3 - Make this 4/4 a unique legendary, or make it an existing beast token - preferably 3/3. No need to make weird 4/2 beasts, for example. - 8 This is just silly.
    9. Worldly Tutor - Reprint? If not, maybe make something that costs a bit more, but add a block keyword. 2G for a sorcery that also Scry 2s or investigates would be awesome.
    10. Blacksmith - This needs a 2nd creature type. And now we have a 2nd artifact token in the set... how many artifact tokens are we getting? Is this a mechanic you're trying to develop?
    Posted in: Custom Card Creation
  • posted a message on After over five years of work, I finally finished my first custom block!
    Keyword evaluation:
    1. Barter - Am I missing something here? You'll need to have a lot of cards that create gold to enable this. Imagine a keyword that only worked by sacrificing clue tokens... where clue tokens have their own ability word investigate to pop them out like candy.

    2. Honor (T: Target attacking or blocking creature gets +0/+X until end of turn, where X equals this creature's power.) - I don't like tap abilities in keywords. I'm also not sure how this is "honor"? Also, conceptually, I'm not sure how my knight holding his sword up at home helps my assassin prevent 2 damage.

    Note that this is a "samite healer"-like effect, making combat math very difficult. Wizards doesn't even like printing these effects at common anymore, and your set apparently has enough to warrant keywording it. Have you playtested with this? It feels like it makes for long games with complicated board states.

    3. Plot - This is a face-down version of red's exile, play until end of turn effect. Looks good. Not sure about the name though; you'll need a flavor explanation why they go away. And plots don't go away... they escalate.

    4. Recall -> Flashback. Your current version relies on multiples (bad in limited) and requires shuffling (bad in all formats; you can't have too much shuffling).

    5. Birthright abilityword - Sounds fair. The concept feels elitist and racist (insofar as it's giving perks to a few based on their creature types)... but that's got some rich flavor.

    6 Contract - I think you need to look to fog elemental for how to word this. I guess this plays interestingly, but I don't understand the naming convention. You clearly make it sound like you're hiring the creature, but then you kill it and draw a card, which I can only conceive of as you backstabbing your employee and stealing his stuff. Maybe you want Contract to put it on the bottom of your library?

    7. Dominion - Isn't this just Devotion, but counting permanents and not mana symbols? Devotion was well-loved, I don't see why you'd want something that plays so close to it but with lower numbers.

    8. Mount - Skipped this one; sorry. Conceptually this feels almost identical to Honor, as it's one creature giving a p/t boost to another (or I think that's what it means). It has the same conceptual problems as honor (IE, I'm riding my non-attacking battle horse into battle), but the flavor here is really strong and sorcery speed. Much better than honor.

    Note: I know equipment requires mana, but Vehicle's Crewing might be a better mechanic to crib from. I don't see why it takes 2 to get on my horse! By tapping my horse to mount it seems fair.

    9. Unnamed Gold-generating mechanic - Not a fan of gold as a mana-generating mechanic. One Great Designer Search guy shoved this through, and now we have an equivalency between money and mana. You've got a lot of gold in your set, which might be interesting. But then you seem to want to use Gold to fuel Bartering, but gold can sac for mana, so "barter X" might just as easily read X.

    Maybe you want barter to let you sacrifice X ARTIFACTS, where gold tokens are just the easiest to mass produce artifacts?

    That said, we've got 9 mechanics. That's a lot.
    3 creature mechanics; two are p/t modifying. Cut the instant speed one.
    2 mechanics - Dominion and Recall - should be flat out swapped for Flashback and Devotion; two popular mechanics that you can get creative with.
    2 Interesting mechanics - Contract (provided it is changed to fit the flavor) and Plot (provided the name is changed to capture the mechanic's gameplay) are unique and interesting mechanics that should help to vary things up.
    Finally the Gold/Barter thing really feels out of place, mechanically, with everything else. You're "cycling" through creatures (Should contract give haste too?), and exiling cards from your library. Do you also need to be pumping out gold tokens and then trading them in?
    Posted in: Custom Card Creation
  • posted a message on Envy Storm
    Envy Storm (When you cast this spell, copy it for each card drawn by an opponent this turn. You may choose new targets for the copies.)

    Crib 3U
    Instant (U)
    Target player draws a card.
    Envy Storm (When you cast this spell, copy it for each card drawn by an opponent this turn. You may choose new targets for the copies.)

    Squeal 3G
    Instant (U)
    Put target permanent on the bottom of its owner's library. Its owner creates a 2/2 green boar creature token.
    Envy Storm (When you cast this spell, copy it for each card drawn by an opponent this turn. You may choose new targets for the copies.)

    Nab 3B
    Instant (U)
    Move all counters from target permanent to another permanent you control.
    Envy Storm (When you cast this spell, copy it for each card drawn by an opponent this turn. You may choose new targets for the copies.)

    Excuse 3W
    Instant (U)
    Create two 1/1 white soldier creature tokens.
    Envy Storm (When you cast this spell, copy it for each card drawn by an opponent this turn. You may choose new targets for the copies.)

    Hard Rain 3R
    Instant (U)
    Hard Rain deals 2 damage to target creature or player.
    Envy Storm (When you cast this spell, copy it for each card drawn by an opponent this turn. You may choose new targets for the copies.)
    Posted in: Custom Card Creation
  • posted a message on A Turn Zero Mechanic (Anticipation)
    It still feels really narrow.

    I named it "Insight" initially due to wanting it to count for the # of cards in hand - if you've got 7 (IE, opening hand), you're good to go).

    V1's benefit is that while you can do a cycle of free spells, you could also do some "Wisdom" mechanic spells - IE, care about handsize.

    Backdraft - Try this:

    Blackdraft V2 2R
    Instant
    Deal 3 Damage to target creature.
    Insight.

    I think a higher CMC here works well because this is going to see play in limited no matter what, and whether it sees play in constructed depends upon how often you need to bolt your opponent's creature if they play first. It's an interesting metagame option.

    Removed "that entered the battlefield this turn" because on 1st turn it doesn't matter, and later you're paying enough that it doesn't matter. Short and Sweet.

    Clever Saborage - Same worries here. This is probably a perfectly fine spell on turn 2, but I feel if you're getting to play it for free on turn 0, you should have a slightly less efficient spell. The easiest way is to bump it to 2U.

    Final thought: If you're going with V3, I expect this is a cycle of uncommons or "spike" rares; IE 5 or 6 cards with the keyword.

    But if you go with V1, then you can do the same uncommon "play for free" cycle, as well as some others where Insight offers discount, but doesn't make it free.
    Posted in: Custom Card Creation
  • posted a message on Split Auras?
    Quote from bolt2 »
    Come on man - it's like you're asking me to explain why wheels shouldn't be shaped like an "8"... I shouldn't have to tell you why 8's don't make good wheels.


    Also note you're still not actually contributing anything.

    Clever. Too bad it's not an 8 and not a wheel (it has wheels in it). So, by analogy, you've given an example of a deck box to "prove" that split auras can be a thing.

    I'm apparently one of few voices of reason here - This doesn't work and it's not that interesting even if it did. I also posted cards that did more or less what he wanted to while actually working. In terms of "contributing something," I would think being reasonable is contributing.

    Question: Are you contributing something by saying I'm not contributing anything? (AKA; do you practice what you preach?) I'm gonna turn the other cheek now. :p
    Posted in: Custom Card Creation
  • posted a message on Split Auras?
    Come on man - it's like you're asking me to explain why wheels shouldn't be shaped like an "8"... I shouldn't have to tell you why 8's don't make good wheels.
    Posted in: Custom Card Creation
  • posted a message on Split Auras?
    Rules - I don't think either of us have a PhD in Magic Comprehensive Rules. The point is this: You have a card with two auras on it representing one aura.

    Placing it on the battlefield - If you have a split aura A/B, and play A, it enters the battlefield. How do you represent it being A and not B? Don't ask us to "just remember" it. The idea of "hiding" it is silly too. Also, how would blinking it work?

    I remember non-wizards folk freaking out over Kamigawa-era flip cards. They print proxies for double-faced cards, then go so far as print "Exert" reminders because they forgot how to template "Depletion Counters". I could imagine a Rube Goldberg-esque manipulation of the rules, coupled with ancillary products designed to help us remember "which aura" was really played, and which we would completely disregard. But I want to play magic; not do my taxes.

    Aftermath - None of these cards are on the battlefield. Also, please don't use Aftermath as an example of something done right.

    Finally feast or famine.

    Final thought: You're effectively asking us to imagine [Split Cards] + [Auras]. You might just as easily ask us to imagine it + [Lands] or + [Planeswalkers] or + [Tokens]. But because of the significant way permanents and non-permanents play, you're not really asking us to imagine anything that can be done. It's like asking to print Storm on a land, or Buyback on aura.

    I get it; you want split cards that end up being permanents. This isn't going to happen. It can't happen, ruleswise. (Mind you, if Wizards ever goes to Instant being a supetype, and changes Evoke creatures into Sorcery Creatures or whatever; all this is out the window. Up is blue and left is 24.)

    But you can have split cards - instants or sorceries - that create permanent tokens. Auras. Creatures. Whatever. I like the design space your idea would open up... but it doesn't really open it up; as split cards have always had the ability to produce tokens.

    Posted in: Custom Card Creation
  • posted a message on A Turn Zero Mechanic (Anticipation)
    I can control no lands on lots of turns; not just turn 1.

    The big conceptual problem with this is that Wizards likes games to go on for more than 5 turns, on average. So this means that every one of these cards's extra effects are virtually useless for the majority of the game. Unless you don't run lands, or run ways to get rid of lands.

    I'm also not a fan of this being an ability word and getting significantly less than playing the card.

    Suggestion:
    Ready Counter 1U
    Instant
    Counter target sorcery or instant spell unless it's controller pays 3.
    InsightV1 0 (You may cast this spell for its insight cost if you have seven or more cards in hand.)

    Insight will combo with aggressive card draw, or aggressively not playing lands? But - really - it's just a counterspell you can use on turn 0.

    You could also do:
    InsightV2 0 (You may cast this spell for its insight cost before your third turn.)
    or
    InsightV3 (You may cast this spell for free before your first turn.)

    V1 seems fair, V2 seems restrictive on what you could put it on, and V3 have the same problem as yours do - in that its designed to use only under rare circumstances (IE, before your 1st turn; IE only those games where you go 2nd OR during leyline situations). But the text is far less as well.

    Interesting, V3 seems like it'd have to be reactive. You'd get an erase to deal with leylines, of course, but you'd also get a Wing Shards to deal with 1st turn wins, a counter to deal with channel fireball, etc. Maybe you could get a 1/1 creature with flash or something?

    Still, maybe even V3 should have a cost, the cost can be 0 for some cards, but exiling cards or milling yourself or the like might be fair game too.
    Posted in: Custom Card Creation
  • posted a message on Split Auras?
    A "Split aura" is two auras on one card. Unless this is Unhinged and you're cutting the card in half, it's going to result in an aura on the battlefield you played physically, but not gameplaywise, attached to an aura you didn't play.

    These are facts. Your attached photo has you hiding the name of a card in play hoping people will ignore it, while leaving the actual aura attached jutting out of the side. Is that how you use normal auras and equipment? Setting them to the left of the card?
    Posted in: Custom Card Creation
  • posted a message on Some Storm Cards
    Temporal Storm's designed to be a commander card - the idea is you can storm an opponent to give him extra turns... all the while drawing cards yourself.

    Edict Storm might be able to cost less, sure. But it's a Wing shards variant that costs the same and can hit anything your opponent controls.

    Abrupt Inspiration requires that you play the card's mana costs. This might be stupid in an affinity deck or something with 0 drops (maybe I should limit it to instant/sorceries), but otherwise it's going to be a bad card that draws you 1-2 cards I think.
    Quote from Tjornan »
    Some interesting cards. I don't think Legislative Barrage works the way you want it to - you don't get to cast the copies, so you can't rechoose modes. Unless you were shooting for destroying all creatures multiple times. For it to work the way you want it to, you'll have to make the choose on resolution.

    You're right. Maybe it can say "Choose a permanent type. Destroy all cards of the chosen type." Choosing would be part of the spell's resolution, right?
    Posted in: Custom Card Creation
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