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  • posted a message on Dungeon Wurm
    @tiasian: why would you push it? It's ok to design a card that doesn't see play in modern. It's also ok to design a card that isn't a standard staple.
    Posted in: Custom Card Creation
  • posted a message on Growing mass of bodies & Runaway Landslide
    I mean the only serfs I'm aware of are tokens, but outside of that, your version does basically the same thing and is easier to keep track of, so might as well drop the serfs entirely to avoid the flavour fail of serfs not growing this (human tokens still won't work but it's a bit less irritating without explicitly mentioning something that doesn't work properly).
    The fact that now multiples of this also grow off of the bodies sacrificed to another one is tolerable, I'd say.

    Growing Mass of Bodies BB
    Creature - Zombie (2/2)
    ~ gets +1/+1 for each human creature card in your graveyard.
    sacrifice three humans: return ~ from your graveyard to the battlefield. activate this ability only at sorcery speed.
    Posted in: Custom Card Creation
  • posted a message on Magus of the Crossroads
    I agree, 1/1 would be plenty powerful for this, as when your opponent meaningfully benefits from the ability, you can still board it out (or the other way, board it in when your opponent doesn't). I could see it being 1/2 maybe, but 2 power, not really, especially since haste is hardly represented in green nowadays (I mean, the most recent Gruul had it, but all their cards I remember were red)
    Posted in: Custom Card Creation
  • posted a message on Growing mass of bodies & Runaway Landslide
    An attempt at self-reanimating creatures that keep growing each time they come back.

    These might be quite a bit overpowered, or not at all; self-reanimation is quite hard to balance, and I'm certainly no expert at it. In order to play it somewhat safe, I denied them any form of evasion, even though menace would be kinda fitting for both.

    Growing Mass of Bodies BB
    Creature - Zombie (2/2)
    ~ keeps counters when it moves between graveyard and battlefield.
    sacrifice three humans and/or serfs: return ~ from your graveyard to the battlefield with three additional +1/+1 counters on it. activate this ability only at sorcery speed.

    Runaway Landslide RR
    Creature - Elemental (*/*)
    Has power and toughness each equal to the number of land cards in your graveyard.
    sacrifice two mountains: return this from your graveyard to the battlefield. activate this ability only at sorcery speed.
    Posted in: Custom Card Creation
  • posted a message on The Black Waltzes - FFIX Inspired Set
    1 tutors to the top of your library. It doesn't net you anything.
    Posted in: Custom Card Creation
  • posted a message on How about some MDFC duals?
    MDFC is less upside than the same effect on a sacrificing activation though (since you typically use both of them in the late game, losing your land-drop doesn't really matter, and a sacrificing activation can still be used after using it as a land)

    I feel like the new designs could almost (but not quite) go on an activated ability that does not sacrifice the land (except the BG one), so they should be fine on MDFC
    Posted in: Custom Card Creation
  • posted a message on a cycle of 2drops that cost less on turn one
    That's actually not a bad idea. They'd still be a bit stronger on the draw than on the play, and the cost-reduction would in total happen a bit more.

    That said, I might have to pick a different effect for the red one, since getting your first land colorlessed in addition to another spell, when you're already behind might be a bit too punishing.
    Posted in: Custom Card Creation
  • posted a message on Dice of Rolling
    1) cards are not supposed to be auto-includes in every deck. Not even in Commander. I know Sol Ring isn't banned there, but I'm pretty sure they wouldn't print it if it didn't already exist.

    2) If you want this to be like Jeweled Lotus, you need to actually include the restriction. As is, it'd need to be emergency-banned in both legacy and vintage.
    Posted in: Custom Card Creation
  • posted a message on a cycle of 2drops that cost less on turn one
    the idea here is that these are quite powerful as a 1drop, but only castable on the draw without it being spelled out explicitly.


    Persistent Alarm WW
    Enchantment - Aura
    Enchant Creature
    Costs W less to cast during your first turn
    Enchanted creature has "at the beginning of your upkeep, each opponent creates a 1/1 white soldier token"

    A token each turn is quite powerful even as a 2drop (Bitterblossom), but having to keep your opponent's creature alive is also quite a restriction on your attacking and blocking decisions, so I assume this being a 1drop occasionally should be fine.

    Excessive Taxation UU
    Enchantment - Aura
    Enchant Creature
    Costs U less to cast during your first turn.
    Enchanted creature has "noncreature spells you cast cost 1 more"

    Since this kind of taxing doesn't usually appear even on 2drops, I made it tax noncreature spells while sitting on a creature, on top of you having to keep that creature alive. Pretty sure it disrupts prowess decks quite well, though.

    Merciless Persecution BB
    Sorcery
    Costs B less to cast during your first turn.
    Destroy target creature with mana value 2 or less and all other creatures with the same name it's controller controls. Its controller reveals their hand and discards all cards with the same name.

    basically Legion's End without exile, for double black, but occasionally a 1drop

    Careless Devastation RR
    Enchantment - Aura
    Enchant nonbasic Land
    Costs R less to cast during your first turn.
    Enchanted land loses all land types and abilities and has "T: add C"

    I guess this is the second one that's quite a bit on the powerful end, and for roughly the same reason as the blue one: it's also mana denial.

    Favorite Prey GG
    Sorcery
    Costs G less to cast during your first turn.
    Each opponent of target nonland permanent's controller creates a 3/3 green beast token.

    And here's the reason why the white one doesn't work properly in multiplayer: I found no other way to make this only work on the draw and didn't want it to be the only one to be worded that way.
    Posted in: Custom Card Creation
  • posted a message on Treacherous Dragon & Thrash Loyalties
    would you care to elaborate on what's the point of the dragon? If it were a 10/10, I'd see a combo kill with Phthisis (assuming you can handle one hit), but as is, I don't get it.

    Thrash loyalties looked rather weak to me too, until I figured out that it's permanent control. Maybe it wouldn't hurt to spell out "gain control of ... permanently" or something like that. I know it's redundant and Wizards doesn't do it, but this card, being red and adding haste, begs to be misinterpreted.
    Posted in: Custom Card Creation
  • posted a message on Lunar Ring (an attempt at a fixed Sol Ring)
    That's a genius idea! C to cast, then colored to activate, that should feel sufficiently connected to not look like clutter. The changed mana cost should also prevent tutoring from Saga (hadn't even considered that). Still super strong in aggressive artifact decks without the text to prevent that, as they typically have a mix of both colored and colorless mana, but at least there is a chance they don't have both by turn 2.

    Lunar Ring C
    Legendary Artifact
    1, T: add CC. Use only colored mana to pay the activation cost of this ability.
    Posted in: Custom Card Creation
  • posted a message on Lunar Ring (an attempt at a fixed Sol Ring)
    You're certainly right that a cantrip that creates an eldrazi spawn would be too powerful, but i think that's something about free spells that doesn't necessarily generalize to tapped lands. The way I think of it is, for the cost of being colorless, you get to keep your first mana across turns.

    By the way, Khalni Garden was in deed the inspiration here. Basically, I downgraded the land to produce colorless, while I upgraded the token to sac for mana. It absolutely is more powerful than Garden, but I don't remember that one seeing much play anywhere.

    It certainly is powerful, and you may be right in your conclusion that it is too powerful. If you are, I still don't think it should have Rupture Spire ETB exactly, but a similar one may not be wrong eg when enters you may pay 1 to get the token.

    Lunar Ring is most certainly too powerful, yes. But it's difficult to make a balanced version that still costs one. Maybe I'll come up with an idea.
    Posted in: Custom Card Creation
  • posted a message on How about some MDFC duals?
    I'm pretty sure the front side is too powerful. Overrun is not a weak card, and this is already a higher power level on average (first strike makes it such that gang-blocking is very unlikely to kill your creatures, making this a one-sided board wipe if you fail to kill immediately). You probably won't be using random powerful creatures with this either, but prefer those with higher toughness, effectively making the buff even greater. I'd knock it down to +0/+2 and then it should be fine. Powerful, considering that this is a dual land unlike the zendikar rising ones, but fine.

    I do like the idea though.
    Posted in: Custom Card Creation
  • posted a message on Lunar Ring (an attempt at a fixed Sol Ring)
    by "fixed" I meant, it wouldn't have to be banned/restricted in every format. your comparison to moxes is weird though, given that they are more powerful than sol ring (they're in every vintage deck, sometimes even the off color ones, Sol Ring isn't). Or do you mean Mox Amber/Mox Opal? In that case, one of them is modern legal, so at least it'd be not too far off from the goal (still too powerful for modern perhaps, I don't know)

    Yes, probably too powerful for modern. I considered colored decks, and heavily colorless decks like tron, but affinity/ravager escaped my mind. They have plenty colored mana, that is only needed for few cards (eg scales and monitor), making the restriction and filtering a non-issue. I guess that could be fixed by adding something like "you can't cast more than one spell this turn" to the effect though. This also fixes the remainder of the chaining problem. It is getting wordy though.

    Lunar Ring 1
    Artifact
    1, T: add CC. You can't cast more than one spell this turn. Use only colored mana to pay the activation cost of this ability.

    and another small fix:

    Lunar Wastes
    Land
    Enters tapped
    When enters, create a 0/1 colorless eldrazi spawn token with "sacrifice ~: add C"
    T: add C

    spelled out the spawn (I assumed everyone here knew what they did, but didn't consider just how similar the name is to scion (which would clearly be too powerful here). Also, name changed, because the eldrazi basic is Wastes, while Wasteland has nothing to do with this.
    Posted in: Custom Card Creation
  • posted a message on Lunar Ring (an attempt at a fixed Sol Ring)
    Lunar Ring 1
    Artifact
    1, T: add CC. You can't cast more than one spell this turn. Use only colored mana to pay the activation cost of this ability.

    Basically, it adds only one mana, can't be chained on turn one (unless you already have extra mana), and filters towards colorless (with an extra rider to make it a bit more difficult to use in decks that like colorless anyway). It's probably still quite powerful (certainly too powerful for standard, given that it doesn't consistently have a 1drop mana dork even in green). edit: added text to prevent it from being "free" extra mana in ravager decks

    Plus an extra "sol land":

    Lunar Wasteland Wastes
    Land
    Enters tapped
    When enters, create a colorless 0/1 eldrazi spawn token with "sacrifice ~: add C
    T: add C

    now, I know Emrakul is Imprisoned in the Moon, not on the moon, but I still felt like a spawn token is appropriate for a one-off sol land. (in total you don't gain any extra mana either, since it's tapped)

    Any thoughts on these?
    Posted in: Custom Card Creation
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