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  • posted a message on Card Creation Challenge
    Direwood Ashes
    Land
    ~ enters the battlefield tapped
    T: Add R
    RR: Target creature gets +1/+0 and gain first strike until end of turn. If this ability has targeted a single creature three times this turn, transform ~

    ---

    Direwood Phoenix
    Creature - Phoenix
    Flying, Haste
    If ~ would die, transform it instead
    6/6


    Next: A guildmage from the upcoming Ravnica Allegiance(the guilds are Simic, Orzhov, Azorius, Rakdos and Gruul).
    Posted in: Custom Card Contests and Games
  • posted a message on Card Creation Challenge
    Genghis Khan, the Brazen 1RWB
    Legendary Creature - Human Warlord
    Haste, Vigilance, Menace
    Genghis Khan attacks each turn if able
    Whenever Genghis Khan attacks, you may sacrifice a creature. If you do Genghis Khan gets +2/+2 until end of turn
    2/2

    Next: A legendary card that represents your favourite tribe
    Posted in: Custom Card Contests and Games
  • posted a message on Center of the Mage Rings
    Quote from void_nothing »
    Quote from TheWarden »
    No... this is too strong. It's (truly!) strictly better than Ancient Ziggurat which seems more fair, but strong. It was probably pushed a bit. Maybe there is a reason it's a $12 uncommon?

    Yours needs to be Legendary or have some other drawback, like entering tapped.
    ETBT would make the card sort of terrible, frankly. And I think the biggest reason Ancient Ziggurat is $12 is EDH. In competitive formats Cavern of Souls well outclasses it 9 out of 10 times.

    Legendary is a fine drawback though. The ability could also be changed to "choose a card type other than creature."

    I agree with Void Nothing here. ETBT would be a huge disadvantage. However, I do see The Warden's point about this being too strong. I'll make it a Legendary Land, as that might make more sense lore-wise too.
    Posted in: Custom Card Creation
  • posted a message on Center of the Mage Rings
    Quote from void_nothing »
    No, it is not.

    Tribal is a card type, and would not work if it were a supertype. That is because the lists of subtypes are each keyed to one or more specific card types. For example, Forest is only a subtype of lands. Curse is only a subtype of enchantments. Arcane is only a subtype of instants and sorceries. Tribal was created simply in order to have a type that was allowed to share all the subtypes that creatures have.


    Oh ok, I will change my card. Thanks for all the feedback.

    OfTheMist
    Posted in: Custom Card Creation
  • posted a message on Center of the Mage Rings
    Quote from void_nothing »
    Planeswalker (and tribal)

    But isn't Tribal a supertype? Or should I add in all supertypes (Legendary, Tribal, Snow, Basic)?
    Posted in: Custom Card Creation
  • posted a message on Center of the Mage Rings
    Quote from void_nothing »
    Designwise this is fine. It would probably have to be a rare, because it's fairly complex in memory terms and it adds any color without ETBing tapped. However, it's certainly not overpowered, just a somewhat strong card.

    Lorewise, the name is a bit off as the "center" of the Mage-Rings is perhaps too grandiose of a name for this card as that presumably contains all the leylines of a whole continent and thus a truly massive quantity of mana. Maybe something like "Mage-Ring Axis" would be a better name.

    Finally, you missed a card type in the reminder text! (Technically two.)


    I knew I had missed something! What are the card types that I missed?
    Posted in: Custom Card Creation
  • posted a message on Center of the Mage Rings
    Is there anything wrong with this card? Is my lore of Origins a bit fuzzy? Should I make it legendary? Can I add super types such as legendary and snow? Is the wording correct?

    Mage-Ring Axis
    Legendary Land (R)
    As Center of the Mage-Rings enters the battlefield, choose a card type (Artifacts, Enchantment, Creature, Instant, Sorcery, Land, Planeswalker, and Tribal)
    T: Add one mana of any colour. Use this mana only to cast spells of the chosen type or activate an ability from the chosen type

    ---

    Thanks for all feedback
    Posted in: Custom Card Creation
  • posted a message on (GRN) Guilds of Ravnica General Discussion
    Quote from Flisch »
    I find it hard to believe Kaya is a) working for Bolas and b) leading a guild, you know, the two prerequisites for the walkers in the first two sets. (Unless Ravnica Allegiance has 4 walkers of course. But that'd still not solve the problem of who'd be in charge of Orzhov.)

    Plot twist: The ghost council originally struck a deal with Bolas, siding with him, but Teysa hires Kaya to assassinate them as Kaya, being a planeswalker, isn't bound by the guildpact magic, which allows Teysa to take control of the Orzhov and oppose Bolas.

    That would be really cool to see, but one thing. Isn't Teysa still locked up in the jail? I thought only Tajic got freed my Aurelia.
    Posted in: Magic Storyline
  • posted a message on How do you even build a deck in this game?
    Quote from Impossible »
    Once you've completed the New Player Experience quest line, you'll end up with 10 two-color preconstructed decks. Some of the decks are competitively viable with a few upgrades. The merfolk one (UG) in particular comes to mind. You can also use the decks for parts to make your own, as many of them contain solid playable cards. For example jamming 4x Shock, 4x Lightning Strike, 4x Murder, 1x Vraska's Contempt plus whatever your best R/B creatures are into a deck is probably good enough for your purposes of getting enough wins a day to earn rewards.

    As the person above me suggested, I think the best use of your gold will be to do Draft to convert your Gold into Gems, as well as hopefully earn some rewards. Remember you get to keep any cards you draft, as well. This is a decent way to start expanding your collection. Once you have enough Gems, Competitive Draft or Sealed is what you want to be doing, as they generally have the best prize structure to allow you make most/all of your entry fee back, essentially allowing you to "go infinite". If you can reliably get 3+ wins in Competitive Draft (3 wins before 2 loses is the break-even point) you'll be able to quickly grow your collection as well as earn wildcards from the prize packs. In my opinion, this is the best way to grind for cards. Not to mention the enjoyment of actually playing draft or sealed, which is also just fun by itself. Far better, in my mind, than grinding Standard every day against the same few decks.

    I agree with Impossible here. The best way to get a competitive deck up and running is saving up coins and gems for Draft and/or Sealed, as the cards you open are added to your collection. If you don't want to go that far yet, try making a Blue Black surveil deck. It doesn't cost much (just a bunch of uncommons from a single set) to make and is very competitive.
    Posted in: MTG Arena
  • posted a message on Card Creation Challenge
    Sliver Youngling RRR
    Creature - Sliver
    When Sliver Youngling enters the battlefield, you may sacrifice another Sliver. If you don't, sacrifice Sliver Youngling. Otherwise, create 2 2/2 red Silver creature tokens

    3/3

    Next: A token matters card
    Posted in: Custom Card Contests and Games
  • posted a message on Card Creation Challenge
    Rip me I didn't put a challenge. Oh well

    Arcade's Reinforcement 1WWW
    Enchantment - Saga
    I - Put a +1/+1 counter on up to one target creature.
    II - Put a +1/+1 counter on up to three target creatures.
    III - Put a +1/+1 counter on each creature you control.

    Next: Make either a Green or Blue version of my Saga.
    Posted in: Custom Card Contests and Games
  • posted a message on Card Creation Challenge
    Ugin's Research XCC
    Sorcery
    Kicker CC
    Ugin's Research deals X damage to any target and target player draws cards equal to half X. If you kicked this spell, target Ugin Planeswalker gains a loyalty counter.
    Posted in: Custom Card Contests and Games
  • posted a message on A few questions about MTG Arena
    Quote from Sizel »
    No, no and no.

    As things stand there is no way to trade cards.
    Or even, as far as I know, to remove them from your collection.

    Alright, and oh well. Thanks for answering my questions Sizel.

    OfTheMist
    Posted in: MTG Arena
  • posted a message on A few questions about MTG Arena
    Any questions you can answer here would be greatly appreciated, thanks.

    Can you trade with other players? If so, how?
    Can you sell cards you don't need? If so, how?
    Can you trade or sell free cards?
    Posted in: MTG Arena
  • posted a message on Rat Colony decks legal for singeton?
    You can use Goblin Chainwhirler
    Posted in: MTG Arena
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