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  • posted a message on Lose the game is a difficult mechanic to word.
    Quote from megatog201 »

    Angron, The Blood Tyrant 2BR
    Legendary Creature - Human Primarch Barbarian
    Haste
    At the end of your combat step, if Angron did not deal combat damage to an opponent this turn, sacrifice two other permanents and lose 2 life.
    At the beginning of your end step, you get a doom counter then you lose the game if you have five or more doom counters.
    Whenever another player loses the game, you lose all doom counters.
    12/10
    I did change the name to tyrant rather than angel. I see nothing in this card that has anything to do with an angel. But I do see a lot that indicates a tyrant. It requires blood. If even from you. In the form of life loss and sacrifice from your board if it doesn't eat something from them.

    The reason I’m using the emblem is that once you cast Angron, you’re on the clock regardless if he stays on the field five turns. I agree with the lose 5 redundancy, but I need that emblem for the clock. As far as I’m concerned, there hasn’t been a delayed ability that lasts for multiple player turns.


    Regarding the name, it’s based off of a Warhammer 40k character, hence why there’s no angel.
    Posted in: Custom Card Creation
  • posted a message on Lose the game is a difficult mechanic to word.
    Quote from user_938036 »
    You seem to have misunderstood everything I said. The question on why the first time is because making it everytime is simpler and potentially a larger downside.

    Is other players not killing other players really likely to happen? Mostly I wouldn't want opponents to kills steal making you lose after dealing the majority of damage to a player.

    It is already intractable by being an ETB which is stopped by hushbringer and other cards. Which is why I asked how important is it to not interact? Because you have many far stronger methods of interaction available than would be made available by making it counters on yourself.

    I misunderstood the first part, and that’s on me. But by creating a permanent or player counters causes a few problems involving recursion. If he has an ETB with no ability stopper on the field and he recurs, it’ll either reset or add counters on a player, and for other permanents you can just sac them to itself or other outlets. Emblems can’t be the targets of sac outlets due to the fact that they aren’t permanents, thus aren’t affected by solemnity. He’d be seen as more of a Mardu win-con rather than an independent card because you can lock some combos like Thassa’s Oracle while threatening the board using ETB blockers. And regarding killing players, he’s an early game problem. In the late game kill steals are easier, but that’s not where this card shines. It’s the early game kills that makes him viable. Tree of Perdition, fling and any 1 damage on turn 5 is an easy edh kill early.

    Posted in: Custom Card Creation
  • posted a message on Lose the game is a difficult mechanic to word.
    I agree with the multiple emblems, and the text change the source. Due to the combat restriction on Angron, emblem still works better, because it’s a free get around.

    And I only mentioned ferropede as a filler for remove counter abilities. Just the first thing that popped into mind that fits color identity for EDH.
    Posted in: Custom Card Creation
  • posted a message on Lose the game is a difficult mechanic to word.
    Quote from user_938036 »
    I have a few questions that make trying to comment on this card difficult. First, why is this restricted to the first time it enters? It adds a lot of words for what appears to be no gain. Second, do you absolutely have to be the one to kill the opponent to get rid of the emblem, or is any player dying fine? Third, is being unable to interact at all necessary? Usually, these types of effects have a method of playing with them making them more a puzzle rather than a race.

    A 12/10 for 4 needs a drawback. If you can drop him on the field with a trample or swampwalk enabler he’s a two turn kill in any format. The race puts a clock on the board so you don’t just graveyard recur him to reset the clock every chance that you can. Also, regarding an opponent dying, players just won’t attack and it’s too restrictive on combat logically. No one will kill other players if you have this on the board. And if we’re looking at why the third ability shouldn’t be a permanent, it’s due to Lich or other Lich abilities, Ferropede, and Solemnity.
    Posted in: Custom Card Creation
  • posted a message on Lose the game is a difficult mechanic to word.
    Quote from Boyachi »
    [Whenever ~ enters the battlefield for the first time each game, create the emblem, “At the beginning of your end step, you get a doom counter. You lose the game if you have over 4 Doom counters. Whenever a spell or permanent you control reduces an opponent’s life total to 0, remove this emblem and your doom counters.”]


    I don’t want this to have synergy with Solemnity Because emblems don’t exist, they’re untouchable by permanents.
    Posted in: Custom Card Creation
  • posted a message on Lose the game is a difficult mechanic to word.
    I’m aware that it’s broken with Lich. The rest of the card has a sac ability that triggers during combat.
    Wait, what?

    To be clear, is the countdown supposed to stop:
    A) when the card leaves the battlefield (as you say in the first paragraph), in which case you can probably put doom counters directly on the permanent.

    The reason I don’t want counters on the permanent is so that I can say “5 turns after etb you lose if you don’t kill an opponent.” If I put the counters on the permanent the ability will recycle every cast. The emblem works because it’s essentially a 5 turn death-counter.
    B) when your opponent hits 0 life (as you say in the bracketed text), in which case you could probably just remove the last sentence altogether, making the card slightly worse in multiplayer or when playing against lich or platinum angel but doing the same thing in other contexts.

    I don’t know an easier way to word the last ability because “kill an opponent with damage” (as far as I’m concerned) hasn’t been worded yet.
    Posted in: Custom Card Creation
  • posted a message on Lose the game is a difficult mechanic to word.
    Howdy!
    I’m trying to design a card that has a delayed lose the game trigger that causes you to lose 5 turns after said card etb’s unless a spell or permanent you control takes it out of the battlefield. Here’s what I have so far, but it’s extremely wordy.

    [Whenever ~ enters the battlefield for the first time each game, create the emblem, “At the beginning of your end step, put a doom counter on this emblem, and then if this emblem has 5 or more doom counters on it, you lose the game. Whenever a spell or permanent you control reduces an opponent’s life total to 0, sacrifice this emblem.”]

    Is there any way to shorten this up?


    Edit: Here’s the rest of the card for synergy clarification.
    Angron, The Blood Angel 2BR
    Legendary Creature - Human Primarch Barbarian{MR}
    Haste
    Angron, The Blood Angel attacks each combat if able. At the end of your combat step, if Angron, The Blood Angel did not deal combat damage to an opponent this turn, sacrifice 2 permanents and lose 2 life. For each permanent you cannot sacrifice, lose 5 life.
    Whenever Angron, The Blood Angel enters the battlefield for the first time each game, create the emblem, “At the beginning of your end step, put a doom counter on this emblem, and if this emblem has 5 or more doom counters on it, you lose the game. Whenever a spell or permanent you control reduces an opponent’s life total to 0, sacrifice this emblem.”
    12/10

    Posted in: Custom Card Creation
  • posted a message on 3 custom commanders
    Quote from rowanalpha »

    As it is, this has an interesting play style for a Jeskai commander: Cast a bunch of spells and then try to attack in to kill with commander damage. Something to protect him would be good, like "Sacrifice three artifacts: [CARDNAME] gains hexproof until the end of turn."

    Yeah I like that. Works well with white.
    Posted in: Custom Card Creation
  • posted a message on 3 custom commanders
    Quote from user_938036 »
    Quote from user_938036 »
    Xyrix, Grixis Arch-Mage is very busy. Its three separate abilities in which two have synergy and the third is worded to make you think it synergizes with the others but it doesn't. This is kind of a trap. To better synergize and make it a double-edge sword for powerlevel concerns.
    Whenever a card is put into a player's graveyard from anywhere ~ deals 1 damage to that player.
    Whenever you sacrifice a nontoken creature, create a 0/2 blue Illusion with "When this creature becomes the target of a spell or ability, sacrifice it.
    1, Sacrifice a creature: Target player draws a card, mills a card, and discards a card.


    I would personally change from anywhere to hand or library. That makes him super oppressive if you give your tokens deathtouch.
    It was meant to harm yourself when you sacrifice. The from field to graveyard is the weakest portion so cutting it in fear of it overwheling your opponents seems foolish.

    I see what you mean. I was just worried about how plunge into darkness works with that change.
    Posted in: Custom Card Creation
  • posted a message on 3 custom commanders
    Quote from user_938036 »
    Xyrix, Grixis Arch-Mage is very busy. Its three separate abilities in which two have synergy and the third is worded to make you think it synergizes with the others but it doesn't. This is kind of a trap. To better synergize and make it a double-edge sword for powerlevel concerns.
    Whenever a card is put into a player's graveyard from anywhere ~ deals 1 damage to that player.
    Whenever you sacrifice a nontoken creature, create a 0/2 blue Illusion with "When this creature becomes the target of a spell or ability, sacrifice it.
    1, Sacrifice a creature: Target player draws a card, mills a card, and discards a card.


    I would personally change from anywhere to hand or library. That makes him super oppressive if you give your tokens deathtouch.
    Posted in: Custom Card Creation
  • posted a message on 3 custom commanders
    Quote from rowanalpha »


    Otherwise, this is an interesting commander now. He might even have room for some other trinket ability, something that happens when he has some high number of equipment equipped to him maybe?


    The only scary thing with not exiling immediately is flashback. The trinket ability could be interesting, but I think it might be too wordy. Plus if you tutor for an ironworks you’ve got the board on lockdown with a ton of disposable mana.
    Posted in: Custom Card Creation
  • posted a message on 3 custom commanders
    Thanks for the input. I’ve decided to rework Merlak so he doesn’t use imprint.


    Merlak, Master Spellsword 1WUR
    First Strike
    You may exile instant and sorceries you cast as they resolve. If you do, create a colorless token artifact equipment named “Spellsword” with “Equiped creature gets +1/+0. You may sacrifice this artifact to add 1 to your mana pool. You may use this mana only to cast instant and sorcery spells. Equip 1” equipped to this creature.
    1/3

    For Void I‘d change the flavor and give him an etb effect.

    Void, Mana Obstructionist 4WU
    Hexproof
    Opponents cannot cast spells if they control more permanents than you. 4: Exile Void, Mana Obstructionist until end of turn. Any player may activate this ability. Whenever Void, Mana Obstructionist enters the battlefield, gain life equal to half the number of untapped lands you control rounded down.
    Using the bones of fallen giants, the kithkin created a larger threat than they could’ve imagined.
    4/6

    Finally for Xyrix I’m changing the first and second ability and mana cost.


    Xyrix, Grixis Arch-Mage 2UBR

    Whenever you discard a card, Xyrix deals 1 damage to target player. Whenever you sacrifice a non-token creature, create a 0/2 blue illusion creature token with “When this creature becomes the target of a spell, sacrifice it.” 1, Sacrifice a creature: target player discards a card, mills one, then draws a card. Magic is relative, resources are not.
    1/4


    Xyrix is still strong, but with slightly less card advantage.


    Posted in: Custom Card Creation
  • posted a message on 3 custom commanders
    Howdy! I’ve built these 3 commanders to be on the higher power level, but they have a few issues regarding lengthy text, and one’s slightly weaker than the rest.


    https://cdn.discordapp.com/attachments/691064630054879294/737130825442918460/1595733158304049.png


    https://cdn.discordapp.com/attachments/691064630054879294/737131200942178364/Void_Mana_Obstructionist.png


    https://cdn.discordapp.com/attachments/691064630054879294/737137248889208882/1595816675549505.png


    I apologize for the sketchy links, but I felt this was the simplest way to post the card images. Here are my personal questions for the cards, but the more input the better:
    Is Merlak way to broken with the amount of artifact cloning that exists (like approach of the second sun cloning)
    Should Void have an ETB land sac, due to the color limitations outside of high cmc wraths?
    How gimmicky can Xyrix get in a cEDH environment regarding infinite combo potential?
    Posted in: Custom Card Creation
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