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  • posted a message on [KHM] Kardur's Vicious Return— LSV preview
    is that the first haste until your next turn?

    and is there a reason it isn't just until end of turn?
    Posted in: The Rumor Mill
  • posted a message on 2020 Holiday Card: Topdeck the Halls
    do the full art snow lands count as decorated?
    Posted in: The Rumor Mill
  • posted a message on [ZNR] Wayward Guide-Beast— Weibo preview
    come on, how are you getting Valakut active while returning a land to your hand every turn?
    On 7+ mana, can't you do anything better than try to connect with a 2/2?
    This is aggro and nothing else.
    Posted in: The Rumor Mill
  • posted a message on [ZNR] Malakir Rebirth///Malakir Mire— RobBubble preview
    It's a pretty good card, but mana bases will be built such that you'll sometimes end up using it as a land. Not 50%, but still.
    Posted in: The Rumor Mill
  • posted a message on [ZNR] Sea Gate Restoration//Sea Gate Reborn— LegenVD preview
    actually the first of those dfc lands I'm disappointed of. 7 mana is a huge cost for essentially cycling, since at that cost, you won't have lots of extra lands sitting in hand.
    Posted in: The Rumor Mill
  • posted a message on [M21] Mothership 6/11— +1/+1 counter tribal
    the non-hydra restriction is because it would otherwise loop with another copy of itself.
    Posted in: The Rumor Mill
  • posted a message on [M21] See the Truth (NGA.CN)
    Was gonna reply that according to the translation, the copy won't work, then realized that Melek lets you cast it from your library too.
    Posted in: The Rumor Mill
  • posted a message on Snow Boosted Spells
    The blue one, I'd either make scry 1 on mana leak (any upgrade to mana leak is extremely powerful) or scry 2 on quench. The reason is, these don't just exist in draft, but also in constructed, where it is pretty easy to run enough snow when you decide to.
    Posted in: Custom Card Creation
  • posted a message on a cycle of storage lands
    The problem with removing all counters is, you can still do it when it doesn't have any.
    Whether those are effectively better taplands at the base depends on how colored your mana costs are. Two color deck with other good lands and mostly generic mana costs? these are definitely OP. Three color deck with heavy color requirements and not too great other lands? you might frequently run into trouble with having to make generic mana roughly every other turn.
    I do however agree that in total the lands are too powerful. I could just make the colored mana ability cost two counters. (you more easily run out of color then, but aesthetically, I'd like getting colored mana only once every three turns way better on 3 color lands). I think I prefer a different fix:

    RG Land
    Land
    T: add 1. when you spend this mana to cast a spell, put a storage counter on ~.
    T, remove a storage counter from this: add R or G
    RG, T, remove two storage counters from this: target creature gets +3/+2 until eot

    rather than a hybrid mana, the activation now costs both mana, because the previous design made it way too easy to use these lands for a splash color and still get full value. Additionally, this should help make your mana costs more color intensive so you have to use the second ability more (if you do have multiple such lands).
    It also makes the abilities as such less powerful. I mean, it still doesn't look terrible, but at least it's no longer almost Giant Growth.

    In addition to that, now you can't just tap the land for a counter when you don't need the mana, and you don't get colored mana at all unless you find a way to spend generic mana.

    They are still powerful in a two color deck where practically all cards have a generic portion to their mana cost. But then, you will have 1drops, and if there's also some double color 2drops in your deck, these lands may already be less great (I mean, still powerful enough that you'd include some, but possibly not the full four).
    In a set that co-exists with with an artifact (or otherwise colorless) theme, I certainly wouldn't put them.

    @rowanalpha: happens to all of us. It's not difficult to misread something even when well rested. And I did call them storage lands, which is technically accurate, but associated with a different concept.
    Posted in: Custom Card Creation
  • posted a message on a cycle of storage lands
    I don't think you read what they do: they either tap for a colorless mana (and get a counter), OR they tap for a colored mana (which costs a counter), OR they tap for the other ability. Either way, they're tapped afterwards. Unless you untap them in between, there's no way to get 2 mana out of them.

    Now, they may very well be OP, but not from merely tapping for colored mana every other turn, not including the turn they entered.

    I also understand that existing storage lands produce less than 1 mana per turn. That's because they tend to produce multiple mana in one turn (except Mirrodin's Core). These don't.
    Posted in: Custom Card Creation
  • posted a message on a cycle of storage lands
    Basically, I tried to fix depletion lands here: rather than getting color at the cost of mana, you get color at the cost of color. However, these are colorless the first turn (since I decided I like storage counters better than depletion counters). Also they have another ability that also costs storage counters, and thus competes with producing colored mana.

    RG Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add R or G
    (R/G), T, remove two storage counters from this: target creature gets +3/+2 until eot

    GW Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add G or W
    (G/W), T, remove two storage counters from this: create a 1/1 green squirrel token

    WU Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add W or U
    (W/U), T, remove a storage counters from this: tap target nonland permanent

    UB Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add U or B
    (U/B), T, remove three storage counters from this: scry 2

    BR Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add B or R
    (B/R), T, remove two storage counters from this: this deals 1 damage to any target

    RW Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add R or W
    (R/W), T, remove three storage counters from this: creatures you control get +1/+1 until eot

    GU Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add G or U
    (G/U), T, remove five storage counters from this: target creature gains hexproof until eot

    WB Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add W or B
    (W/B), T, remove a storage counters from this: each opponent loses 1 life and you gain 1 life

    UR Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add U or R
    (U/R), T, remove four storage counters from this: draw a card then discard a card

    BG Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add B or G
    (B/G), T, remove two storage counters from this: put a +1/+1 counter on target creature

    I did try to balance the extra abilities, but I might still be off. It's kinda difficult on lands, especially when their base design is unusual.
    Posted in: Custom Card Creation
  • posted a message on Distort the Story
    Nice design. I'd say the first mode is clearly the strongest, but the second one is still useful when you're short on mana, and the third one is situationally good too.
    Well designed, I'd say, and probably adequately costed too.
    Posted in: Custom Card Creation
  • posted a message on a cycle of XXC hydras
    I agree that checking for X sometimes and for power other times is inelegant, but checking for X, the R, G, and B ones need some extra power elsewhere. and checking for power, the white one would be broken, and probably the blue one.

    versions that all check for X:

    ??? XXR
    Creature - Hydra (1/1)
    First Strike
    Enters with X +1/+1 counters
    When enters, deals X damage to each creature you don't control.

    I don't think this is necessarily overpowered, but unlike the previous design, it doesn't like being cast for X=0, which I don't really like

    ??? XXG
    Creature - Hydra (1/1)
    Trample
    Enters with X +1/+1 counters
    When enters, put X +1/+1 counters on each of up to X other creatures you control.

    Like the one above, this is definitely a rare slot, which is not bad in itself, but I liked something about the simplicity of the previous design.

    ??? XXW
    Creature - Hydra (1/1)
    Vigilance
    Enters with X +1/+1 counters
    When enters, create X 1/1 white soldier tokens

    ??? XXU
    Creature - Hydra (1/1)
    Flash
    Enters with X +1/+1 counters
    When enters, for each spell and ability, counter it unless its controller pays X

    Minor, but possibly important upgrades here: takes care of multiple spells, of a spell and its cast trigger, or of expensive activations. This way, it should definitely be good enough

    ??? XXB
    Creature - Hydra (1/1)
    Deathtouch
    Enters with X +1/+1 counters
    When enters, target player discards X cards

    Now this is the only one that's still decent value at X=0
    Posted in: Custom Card Creation
  • posted a message on a cycle of XXC hydras
    I feel like a U 1/1 with force spike attached is really powerful already, even without the option to pay more mana for a bigger effect. But you're right: as it is, it is weak

    ??? XXU
    Creature - Hydra (1/1)
    Flash
    Enters with X +1/+1 counters
    When enters, counter target spell with converted mana cost X or less

    still not exactly powerful, but at least it should now be able to actually counter something small reasonably often.

    Or maybe:

    ??? XXU
    Creature - Hydra (1/0)
    Flash
    Enters with X +1/+1 counters
    When enters, counter target spell unless its controller pays Y, where Y is equal to ~'s power.

    In isolation, I do like this better than the above, but this is the only one to not be a 1/1, and the white one is the only one to not be based on power, which is a bit ugly too.
    Posted in: Custom Card Creation
  • posted a message on a cycle of XXC hydras
    At the moment, all of these are 1/1, enter with X +1/+1 counters, have a keyword ability, and have another ability that references either X or their power, depending on which one I felt was more appropriate for their ability. They don't have names so far.

    ??? XXR
    Creature - Hydra (1/1)
    First Strike
    Enters with X +1/+1 counters
    When enters, deals damage equal to its power to any target.

    ??? XXG
    Creature - Hydra (1/1)
    Trample
    Enters with X +1/+1 counters
    When enters, distribute a number of +1/+1 counters equal to ~'s power among other creatures you control

    ??? XXW
    Creature - Hydra (1/1)
    Vigilance
    Enters with X +1/+1 counters
    When enters, create X 1/1 white soldier tokens

    ??? XXU
    Creature - Hydra (1/1)
    Flash
    Enters with X +1/+1 counters
    When enters, counter target spell unless its controller pays X

    ??? XXB
    Creature - Hydra (1/1)
    Menace
    Enters with X +1/+1 counters
    When enters, destroy target creature with cmc less than or equal to ~'s power.
    Posted in: Custom Card Creation
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