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  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Nissa, the Awakener 3 mana green mana green mana
    Legendary Planeswalker - Nissa (U)
    Whenever a land enters the battlefield under your control, put a +1/+1 counter on each land creature you control.
    [-1]: Put two +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature that's still a land.
    [3]

    IIW:IT device/concept
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Meat Wagon UBR
    Artifact - Vehicle (R)
    Menace
    T, tap an untapped Cleric you control: Create a 2/2 Zombie creature token.
    At the beginning of combat on your turn, you may have target Zombie token you control gain "This creature can't be blocked." until end of turn. If you do, sacrifice it at the beginning of the next end step.
    Crew 3
    4/4

    IIW: IT concept/device
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread

    Regarding Viability, all those replacement effects for "If this creature would die" involve Zone changes. Darigaaz Reincarnated? Exile instead of Graveyard. Gravebane Zombie? Library instead of Graveyard. Phasing does not involve a Zone change because there is no Phase Zone.

    How does regeneration work, then?


    Giving a creature invulnerability after lethal damage has been applied does not save it. You also did not address what happens when the creature's toughness is reduced to 0 or less by a shrinkage effect or wither/infect damage.

    You attack me with a Glistening Elf, I block with a Knight of New Benalia and cast Giant Growth on it. After damage, I cast Teferi's Protection. What happens and when to the Knight?
    State-based actions don't apply to phased out permanents.

    Rule 702.25b applies to effects that can or do exist. As the effect is attached to a phased-out permanent, it does not exist. This is why Time and Tide was mentioned, because you cannot target a phased-out card. It is not an emblem. Other spells and permanents can reference phased-out permanents. But as they "don't exist" a phased-out permanent cannot have an effect on game state. You cannot count a phased-out Island to reduce the cost for Spire Golem because it does not exist.

    I strongly feel Rule 702.25b, applies here as Cardz said. I'm even quite sure that you could target it with something like "phase in target phased out permanent". You could go further - "Destroy target phased out crature". Otherwise, how Time and Tide would "know" if there is something phased out? If cards can work from exile, while in library (even if it takes a whole section of rules), why not when phased out?

    I feel this discussion is in the wrong part of comprehensive rules.
    101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).



    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Blightsteel Containment 1W
    Enchantment - Aura (C)
    Enchant artifact
    Enchanted artifact can't attack or block, and its activated abilities can't be activated.
    What cannot be destroyed, must be contained.

    IIW: IT device/concept
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Khanfall 2URW
    Enchantment - Saga (R)
    I, II-Destroy target creature. Its controller creates a 4/4 red Dragon creature token with flying.
    III-Destroy all non-Dragon creatures.


    IIW: IT concept/device
    Posted in: Custom Card Contests and Games
  • posted a message on Force of Virtue - Hobbyconsolas.com spoiler
    I thought it's going to be an Angel's Grace variant. That could be a good card to counter some combo decks, and would fit other cards in cycle being reactive, not proactive.
    Posted in: The Rumor Mill
  • posted a message on CoolStuff Inc Preview - Force of Vigor
    White will probably be Angel's Grace. The "not your turn" clause would be perfect for it.
    Posted in: The Rumor Mill
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Bounty Hunt 3BB
    Enchantment {R}
    Whenever a creature would die, if it had no bounty counters on it, you may outlaw it instead. (Put a bounty counter on that creature. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life.")
    Nobody will pay me if I kill you... now.

    IIW: IT device/concept
    Posted in: Custom Card Contests and Games
  • posted a message on April MCC, Round 4 - Rise in Sedraxis
    Dark Knights of New Alara 4(W/B)(W/B)
    Creature — Human Knight (R)
    When Dark Knights of New Alara enters the battlefield, exile another target creature you don’t control. If it entered from your graveyard and under your control, instead exile all other creatures and all creature cards from all graveyards.
    Unearth 5WB (5WB: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
    A Bant battalion tainted by Grixis dark magic.
    4/4

    Design -
    (2/3) Appeal: It's not a Johnny card, but Spike and Timmy are quite happy.
    (1.5/3) Elegance: The "and under your control" rider matters basically never (as you already have "from your graveyard"). I also don't like the lack of symmetry of effects and wordiness.

    Development -
    (3/3) Viability: Colors, rules and rarity ok.
    (2/3) Balance: This may be quite expensive, but it still is a sweeper that doesn't cost you a card, and even without Unearth it's a Duplicant, which is quite a good card.

    Creativity -
    (2.5/3) Uniqueness: I don't feel any part of this card is very new, but the combination seems quite interesting.
    (2/3) Flavor: No flavor in rules text and quite bland flavor text. Also, unfortunately no references to Knights of New Alara. There's nothing specifically wrong, though.

    Polish -
    (3/3) Quality: OK
    (2/2) Main Challenge: OK
    (2/2) Subchallenges:OK

    Total: 20/25
    Guider from Beyond 1W
    Creature - Spirit (Rare)
    Whenever a creature you control is exiled from the battlefield, you may pay 1W. If you do, return that creature to the battlefield.
    Unearth 3W
    2/1Design -
    (2.5/3) Appeal: This card is mainly for Johnny, but Spike and Timmy may use it to protect their stuff or gain some card advantage.
    (3/3) Elegance: Very elegant design.

    Development -
    (2.5/3) Viability: Effect sounds white to me, and rarity is OK as well. I'm not sure about the rules for it, though. Even if they work, they may be hard to grasp in edge cases.
    (2.5/3) Balance: In many situations, cards get exiled for a reason, and messing with it may be dangerous. The card itself may get annoying easily. However, this is quite a narrow effect, and replaying it repeatedly is very costly, so it is probably fine.

    Creativity -
    (3/3) Uniqueness: This is a very new design.
    (2/3) Flavor: Guider is a strange choice of word, and the card lacks exact flavoring.

    Polish -
    (2/3) Quality: Needs reminder text. Needs mention after whose control creatures return.
    (2/2) Main Challenge: OK
    (1/2) Subchallenges: Not enough symbols

    Total: 20.5/25
    Harox, City of Corpses
    Legendary Land (M)
    T: Add C.
    B, T, Sacrifice Harox, City of Corpses: Add CC.
    When Harox, City of Corpses enters the battlefield, if you unearthed it, it becomes a 10/10 black Zombie Giant in addition to it's other types.
    Unearth 6BBB

    Design -
    (1.5/3) Appeal: Timmy dreams about a big creature, but Spike sees that this is weak as a land and too expensive to Unearth, and Johnny just skips the card.
    (2/3) Elegance: A lot of text, and the self-sacrifice ability is very head scratching (fixing for Kozilek, Butcher of Truth, anyone?) on the first glance.

    Development -
    (2/3) Viability: Color is fine; rules-wise, unearthing noncreature is OK with rules, even though it wasn't done before. However, I doubt this deserves a Mythic rarity. If it wasn't legendary, I could easily see it at uncommon, and this card plays like one.
    (2.5/3) Balance: Well, this card is just weak. It is a colorless land until you reach 10 mana, then you sacrifice it to play en easily chumpable creature for one turn. Even if you skip playing and sacrificing land by self mill, it is hardly game-winning in most scenarios.

    Creativity -
    (2.5/3) Uniqueness: This is an interesting direction for unearth. However, in gameplay, this is not that different from Foundry of the Consuls.
    (2.5/3) Flavor: I quite like this flavor, but it isn't breathtaking.

    Polish -
    (2/3) Quality: You need to specify that it becomes a creature. "It's"
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 19/25

    bravelion83 20
    netn10 20.5
    IcariiFA 19
    Posted in: Monthly Contests Archive
  • posted a message on Nobody expects the Ravnican Inquisition!
    That was an awesome idea and I feel a quite successful experiment. Thank you JuanCu for organization and everyone else for the game!

    And now, my feedback:

    The existence of trap quests instead of normal nightkill was difficult for us as well. It was quite flavorful, that was very nice. Of course, knowing one of the quests was very helpful (and I'd argue existence one such quest is necessary for Bolas players to not be totally screwed), but on the other hand, the fact that at most one Bolas could be there could make for some unneeded "confirmed Guildpact", like Void in the last round. I feel that me being suspicious due to killing Raptorchan was fine, but Void being confirmed Guildpact after killing a Bolas was not.
    To remedy it, I think that the "known quest" and the "kill quest" should be decoupled. One quest at random is sent to Bolas, and no more than one of them can go there, but there is also a random quest (or they choose beforehand which one is it, which is basically the same Wink ) in which if there are 2 or more people, Bolas may kill one of them. They may or may not be the same, and it's decided before they get to know the quest.
    Also, I feel that different than in other Mafia variants, here Bolas are the ones that have lower info in the most important part of the game. The ties that could also screw us were quite bad. Fortunately, it didn't happen, but a random exile in case of a tie was, I feel, a bad decision from Juan Cu part.
    I feel it would be more fair that in case of a tie in votes, a random Guildpact (from all players, not only tied) is exiled instead, so people make sure that no ties happen. Note that if someone causes a tie, then he can be automatically considered a Bolas next round by all players, so it probably wouldn't be as damaging for Guildpact, but just made sure the ties are not an issue.
    I believe 3 Bolas may have been too much, if not for immediate Ragnarok kill. And especially if my feedback is taken into consideration, as both suggestions make Bolas stronger.
    Maybe something like 7+2 which happened nearly immediately was indeed a good proportion?
    Posted in: Custom Card Contests and Games
  • posted a message on April MCC, Round 3 - Light of the Sigils
    Robe of Enlightenment W
    Legendary Artifact - Equipment {R}
    Equipped creature has Exalted.
    WWWW: Attach Cloak of Enlightenment to target creature you control. Prevent all damage that would be dealt to it this turn.
    Equip 2
    A gift bestowed to Tang Xuanzang by Guanyin to aid him in his journey.

    Design -
    (1.5/3) Appeal: Spike doesn't see anything for them. Johnny may try it, but probably wouldn't find anything. Timmy is content that he may protect his creature.
    (2/3) Elegance: Different attach abilities and the fact that it doesn't directly improve the creature makes it feel very strange.

    Development -
    (3/3) Viability: Rules, rarity and color fine.
    (1.5/3) Balance: This is quite weak and I don't know for what format it is supposed to exist.

    Creativity -
    (2.5/3) Uniqueness: Trigger on attach is new.
    (1/3) Flavor: You made me google combinations of Tang Xuanzang, Guanyin, Cloak, Enlightenment and Journey to the West for a long time, to no avail. I was unable to find a story about such cloak, thus a reason for the enlightenment to be related to damage prevention, and for it to be easily exchangable between creatures. I was trying, really.

    Polish -
    (3/3) Quality: OK
    (1/2) Main Challenge: Technically, doesn't have Exalted.
    (2/2) Subchallenges: OK

    Total: 17.5/25
    Graveyards of Valeron 2B
    Legendary Artifact (Rare)
    Exalted
    Whenever a creature you control attacks alone, it gets +1/+1 for each creature card in your graveyard.
    After the shards' mending, Bant gained excess to dark magic. Still, the Bantians used it for good, calling to their ancestors and fallen in honorable ways.

    Design -
    (2.5/3) Appeal: Johnny and Timmy are happy to find ways to abuse the trigger. Spike is trying to figure out how worth it is.
    (3/3) Elegance: Elegant and clear.

    Development -
    (3/3) Viability: No problems with rules or color. I could imagine this text on an uncommon (Angelic Exaltation), but it is probably better and rare.
    (2.5/3) Balance: This card may be very dangerous in its deck, but probably won't be breaking formats in half.

    Creativity -
    (2.5/3) Uniqueness: That's basically lhurgoyfing an attacking single creature, but this is quite unique design.
    (1.5/3) Flavor: Ancestors' black power is rather reserved for Abzan, Bant has its spirits in white. Bantians? Ugh, I don't like it at all, and I don't think it's official (according to my google search). "Shards' mending": why not just refer to Conflux?

    Polish -
    (2/3) Quality: Excess instead of access.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 21/25

    Sigil of Flight's Wings 1W
    Enchantment - Aura {C}
    Enchant creature
    Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
    Enchanted creature has flying and vigilance.
    As Eron clutched the golden medallion, large wings white as snow grew from his shoulders. "Look at yourself...!" was all Aravan could say to his friend. Neither of them could believe it--Asha had transformed Eron into an angel!

    Design -
    (2/3) Appeal: Common Aura for Spike and Timmy, but not really Johnny.
    (3/3) Elegance: I was considering removing points here for unnecesary disjoint of keywords (exalted could be granted), but when I think about flavor, it works better this way.

    Development -
    (2.5/3) Viability: Rules and color OK. I think that three keywords may be too much for NWO common.
    (2.5/3) Balance: Probably below average power level, but that's fine for a common Aura.

    Creativity -
    (3/3) Uniqueness: Apparently, no Aura with exalted in Magic. No reason to complicate it further in common.
    (2.5/3) Flavor: Honestly, this flavor text feels much too long to me.

    Polish -
    (3/3) Quality: OK
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 22.5/25
    Undying Herald 3BB
    Enchantment (R)
    Exalted
    At the beginning of your end step, if you control no creatures, return target creature card from your graveyard to the battlefield. That creature is a black Zombie in addition to its other colors and types.
    He received the call as death's champion and was stricken of the will to refuse.

    Design -
    (2.5/3) Appeal: Spike and Johnny are fine with this design and having to work for their creature. Timmy less so.
    (2.5/3) Elegance: Well constructed, elegant card, but the name suggests a creature.

    Development -
    (3/3) Viability: Rules, rarity and color fine.
    (2/3) Balance: Seems very dangerous, even with this limitation.

    Creativity -
    (2.5/3) Uniqueness: Interesting, new ability.
    (2.5/3) Flavor: This flavor text sounds like the call is supposed to be something unique, but if you do it correctly, then it happens every turn Wink

    Polish -
    (3/3) Quality: OK
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 22/25


    Freyleyes 17.5 vs. 21 netn10
    RaikouRider 22.5 vs. 22 IcariiFA

    Posted in: Monthly Contests Archive
  • posted a message on April MCC, Round 2 - Maelstrom's Landscape

    Arid Arroyo
    Land - Desert [U]
    T: Add W.
    When Arid Arroyo is put into a graveyard from anywhere, you gain 2 life.
    Islandcycling 1W (1W, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle your library.)
    Design -
    (2/3) Appeal: Timmy and Johnny are not opposed to a dual land, Spike admires it's elasticity.
    (2.5/3) Elegance: This card does a lot, and missing that it gives you life is easy.

    Development -
    (1.5/3) Viability: A land that is strictly better than Plains is forbidden. I also believe dual lands should come in a cycle, and I don't see how to extend this one. Finally, such a land would probably be rare (compare Amonkhet lands).
    (1/3) Balance: Of course a land would not break any format in half, but this is definitely too powerful in too many ways.

    Creativity -
    (2.5/3) Uniqueness: This is still a dual land, but executed in an interesting way.
    (3/3) Flavor: I must admit that the issues this card has are all mainly due to the fact that it has perfect flavor due to them.

    Polish -
    (2.5/3) Quality: I believe cycling should be before lifegain.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 19/25
    Flourishing Landscape 3GG
    Enchantment (R)
    Whenever you tap a land for mana, add one mana of any type that land produced.
    Mountaincycling 2, plainscycling 2
    When you cycle Flourishing Landscape, you may pay G. If you do, search your library for a Forest card, put it onto the battlefield tapped, then shuffle your library. (Do this before and in addition to searching for the mountain or plains to put into your hand.)
    The Naya sun touches intricate canopies and sharp peaks.

    Design -
    (2.5/3) Appeal: Timmy likes mana doubling, Spike the choices and advantages. Johnny is not that interested, but may use as a help.
    (2/3) Elegance: Landcycling demands reminder text, while the reminder text you created seems unnecessary and doesn't sound well.

    Development -
    (3/3) Viability: No issues in rules, color and rarity.
    (1.5/3) Balance: So... this is an instant speed, a little limited Kodama's reach with additional possiblity of doubling mana and even land cycling in the pinch. This is definitely too much.

    Creativity -
    (2/3) Uniqueness: Mana reflection/Kodama's reach split card, but in not obvious way.
    (1.5/3) Flavor: This is a very generic Naya-aligned green card.

    Polish -
    (3/3) Quality: OK
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 19.5/25
    Earthdiver 3RR
    Creature - Elemental Wurm(u)
    Dash1R(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
    Mountaincycling 1R  (1R, discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
    When you cycle Earthdiver, destroy target land if you attacked with a creature named Earthdiver this turn.
    3/4
    Design -
    (2/3) Appeal: Spike admires choices. Only Griefer Timmy likes land destruction, and Johnny somewhat admires a minigame.
    (2.5/3) Elegance: You need to read this card quite carefully to understand it, but when you do it starts to make sense.

    Development -
    (3/3) Viability: I can see this design as an uncommon. No problems with color or rules.
    (1/3) Balance: Land destruction has low power level for a reason. This card is not only much better than acceptable LD, but also too powerful for a dash creature (compare Alesha's Vanguard and Hellspark Elemental). And Lay of the Land in the pinch, really?


    Creativity -
    (3/3) Uniqueness: The combination is very unique.
    (2/3) Flavor: I can see Elemental Wurms being related to LD, but I don't see how this is specifically supposed to work.

    Polish -
    (2.5/3) Quality: Barely different reminder text for mountaincycling.
    (2/2) Main Challenge: OK
    (1/2) Subchallenges: Not other colors.

    Total: 19/25
    Hayami, the Eternal 4WW
    Legendary Creature - Dragon Spirit {M}
    Flying, lifelink
    Swampscycling 2
    When you cycle Hayami, the Eternal, you may exile it instead of discarding it. If you do, return all cards named Hayami, the Eternal from your graveyard to your hand.
    Between the fall of the evening star and the rise of the morning star, eternity awaits.
    5/5
    Design -
    (2.5/3) Appeal: Spike admires card advantage and possibility of different usages, Johnny is trying to abuse the additional copies. Paradoxically, Timmy is the one not that interested in this Dragon, as it isn't that exciting for them.
    (2.5/3) Elegance: Quite some text, and it seems a little disjointed.

    Development -
    (1/3) Viability:Eternal Dragon returning itself from graveyard is a serious bend, note that Swampcycling is not helping at all (you can have no Swamps in deck to make this card work like this). This is a very strange way of cycling ability, which I think doesn't work in current rules (it triggers even before the card hits the graveyard, which I believe is impossible or at least quite questionable). Rarity OK, but barely, it could be a rare. Finally, multiple copies of this card make for a better land generation than green in WB, or even mono-B, which is absurd.
    (1.5/3) Balance: As in Viability, and also a wincon if you need it. This is not a healthy way to do a card.

    Creativity -
    (3/3) Uniqueness: Interesting riff on Eternal Dragon, the card could be interesting.
    (2.5/3) Flavor: Eternal Dragon reference, fine flavor text, looks fine, but I'm not amazed.

    Polish -
    (2.5/3) Quality:"Swampscycling"
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 19.5/25
    Posted in: Monthly Contests Archive
  • posted a message on Nobody expects the Ravnican Inquisition!
    There's still time to change your decision. I really don't understand why you insist on punishing my first design, when nobody knew how this game will be played and I'm going to say there were many much more open designs this game from confirmed (dead) Guildpact. I feel that much more weight should be put on later rounds, as by then, everybody had a chance to get a feel of this game. As I try to look objectively and from each person's point of view, I try to understand why you think of me as a Bolas to address any doubts, and I feel that many more doubts were raised and should be raised for other people, and they were never addressed properly, but apparently Bolas players were able to steer the conversation away from them.
    Did you notice that for each banish, void and/or Subject16 were an important factor in it? Void called Ragnarok; then Subject16 was the first person voting Selesnya with void switching from M_J without any comment; then they switched to M_J as they've seen I suspected M_J all this time and was loud about him; then when I was pointing on the 3 of void, Subject16, and Orzhov, they decided to both push for exiling Orzhov before someone followed that lead; the push against me was very loud after that, so void is joining the wagon (first creating some turmoil) when Subject16 is trying to distance himself. And I'm even ignoring their individual scummy tells in design and behavior now. I'd say this pattern is much more telling than my first round.
    Posted in: Custom Card Contests and Games
  • posted a message on Nobody expects the Ravnican Inquisition!
    Well, I don't agree with Subject16's judgment at all. I know I'm Guildpact (yeah, I know, very strong argument), and I am nearly 100% sure that Cantripmancer can't be Bolas due to his non-trap quest design. It looks that Subject16 is still trying to leave himself a door to blame Cantripmancer a round or two ahead, even though he's confirmed good. I'm positive he's Bolas now.
    I'm not sure who is Bolas between void and Cardz, but I'm starting to think more and more that Cardz might have just lucked in some solo quests, including first, or be on traps, while he's waiting to join the most useful bans to win now or in the next round if it's 2v2. In the meantime, void's reasoning is rather sound and quite guildpacty, even if he's mistaken about me. Well, I'm not going to try to solve this now, when I have an obvious scum already voted.
    (still) vote Subject16
    Posted in: Custom Card Contests and Games
  • posted a message on Nobody expects the Ravnican Inquisition!
    1. Yes, it's quite generic, I agree. I imagined the flavor of findbrokers would carry me, and the card itself was supposed to be elegant. Refer to 3 to know why. It is wrong, if you think about it now and how we design now, and I didn't even copy the findbroker text. I would design this card in a different way now, when I know how this game looks, but it made sense to me then.
    2. Yes, I pushed for M_J since the first round, and I was wrong. On my defense, it means in round 2 I was not voting for Amuzet, and in round 3 I was joined by the majority of players when M_J basically gave up, too soon, if you ask me - in hindsight, of course.
    3. Yes, the strategy was unproven - as this whole game is, especially then. I didn't think about indirectly adding quests (like Cantripmancer's District 5) yet, so this was the best ground I could think of. In fact, I believe the invocation of quests like this makes for quite ugly cards sometimes, so my designer side is not happy when it sees many of the designs here. If it wasn't for this, I believe my line of thinking would be quite solid.
    4. This is definitely my weak side in games like this - when I try to find out who's bad, I sometimes make some assumptions, and the try to find a confirmation for them. Unfortunately, you can prove anything to yourself, if you try hard enough. But still, when I look into it now, it may have been a try to guess a quest, not a specific mechanic needed, so it is still possible that Catripmancer's card was shown to Bolas, and Ragnarok used it to design his.
    5. They were generic AND looking as they tried to fit any possible challenge that could be thought of. I believe mine was designed with a specific aspect of the guild in mind, which perfectly fits the challenge. As I said, I would design my card differently now, but it would be a subtle change, to more mimic Golgari Findbroker. For Amuzet, I believe it was a bad design and I would blame him again at that point, for Raptorchan... Well, now when I look at it, I think I was too much inspired by the lynchtrain and incorrectly saw what they saw.
    6. Well, I concluded that it was a triangle of inspiration, so probably your or M_J's card was given to Ragnarok, and I suggested at least one of you is Guildpact. Believe me, this game makes me quite anxious and I don't know what and who I should believe, and it was a beginning of this.
    7. Well, I started it, thankfully it wasn't listened to. Boars still feel quite lucky to me, though :p
    8. 55. not anyone, but Amuzet or M_J. I explained why I didn't believe them, and why I believed Ragnarok (Boars). Sure, I was wrong, but I had my reasons which were presented to everyone.
    And, as you noticed, I was pro clarity and sharing information from the beginning, as it makes the game much easier for Guildpact as they can compare their info freely, while Bolas can do it anyway.
    I'm afraid that you do to me exactly what I do definitely too often - you assume something and try to find confirmation for your assumption, even if subconsciously. I probably karmically deserve that, but, as you are basically confirmed Guildpact, it's crucial that you don't make such mistake. I don't understand why do you try to show so many examples of my bad early decisions, but then write off void's as early game and elements not being clear. And why you still ignore all Subject's disinformation as misunderstandings.
    For now, I'm not entirely sure if Cardz or void is the second Bolas (void really gained in my eyes after Subject16's sudden turn on Cantripmancer), but I'm quite sure Subject16 is Bolas.
    Posted in: Custom Card Contests and Games
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