Thunder Over Kuldotha + Whisperer of the Wilds
Destroy all artifacts with converted mana cost 1 or less.
Ferocious — If you control a creature with power 4 or greater, instead destroy all artifacts with converted mana cost 4 or less.
- Mr. Rithaniel
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Member for 1 month and 7 days
Last active Wed, Jun, 26 2019 10:16:16
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Jun 25, 2019Mr. Rithaniel posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleI will be dropping my judgments in about 24 hours.Posted in: Custom Card Contests and Games
Jun 21, 2019Well, assuming the judgments are finished, that puts me at the bottom of my bracket, so I've been eliminated. No hard feelings on that, you guys delivered what you believed to be the best, most fair judgments you could and I appreciate the time and effort that you put into them. I don't want it to seem like I don't appreciate the work, because I very much do. You guys are awesome. I still want to share my thoughts, though.Posted in: Custom Card Contests and Games
I think Spike would love this thing. He'd never want to cast it for it's miracle cost, but keep in mind that it does not actually cost 2WW. It costs two installments of 1W. Major difference. That means it can come down on turn three with only two lands on the battlefield. White weenies would love this card. Compare it against Midnight Haunting or Timely Reinforcements. Though, the best comparison I can think of is Mogg War Marshal, in which case there is a lot of stuff to talk about.
Meanwhile Johnny I would totally concede might not like this card. If anything, it would be an engine to him: something to trigger ETB effects or to synergize with his Knight deck. I can agree that he wouldn't be drawn to the card for the card's sake, though.
So, you know how suspend is something of a complex mechanic? In fact, the last time I read the comprehensive rules of the game, suspend was a special action, like playing a land. It didn't use the stack and you couldn't respond to the act of exiling the card from a hand. Not having that text explaining what suspend did would potentially confuse a player. However, there are many cards in Time Spiral alone which forewent the reminder text to avoid having too many lines of text. Time Spiral, where the mechanic first appeared and where it would be the most potentially confusing to a new player.
So, to avoid having microtext on this card, what we do is: not print the reminder text for miracle on the physical form of this card. We are allowed to do that, and if we do, we get a card with 8 lines of text. Alternatively, we could leave out the reminder text for reserve, in which case we still get a card with eight lines of text.
To get a sense of it, look at the original hybrid cards. The reminder text was there because people wouldn't necessarily know how the mechanic worked. They could have continued printing that reminder text on hybrid cards. However they chose not to, because they assumed people would know how it works.
(2/3) Uniqueness: While token generation is pretty prosaic, there are definitely some unique features like a new "installment plan" mechanic.
Honestly, I was thinking, this round, since one of the challenges would be to have your card have no mana cost at all, each and every card that checked that box would get 3/3 points on uniqueness unless it specifically copied another card which lacked a mana cost.
(2/3) Flavor: 1/1 Knights just feels way off. 1/1 white tokens have been Soldiers for as long as I can remember, and 2/2s have been Knights. Sure there was Errand of Duty but please don't use that as precedent. I'm also not getting the flying and indestructible granting from the overall flavor.
(2.5/3) Flavor: The name seems a little clunky for a Magic card, but I've seen worse get printed. Honestly my biggest complaint is that Knight tokens almost always are 2/2s.
Point taken, Knights should tend to be 2/2. I should have made it "Arrival of the Vanguard" or something and made them 1/1 Soldiers instead.
Though, beyond that, I really liked the flavor I put into this card. The idea was that this card represents two ways that "the cavalry" showing up can have meaning in a battle. Perhaps a military strategist sends the mounted troops out to return later when they've flanked the enemy or holds them in "reserve" until an opportune moment.
Alternatively, the cavalry could arrive unexpectedly, an army of saviors to turn the tide of what would have been a lost battle. In that case, I liked the idea of them becoming almost angelic figures, flying in on winged steeds and being impervious to harm.
Jun 21, 2019So, round is over, right? I want to make sure before I make comments.Posted in: Custom Card Contests and Games
Jun 21, 2019Task Mage Restiveness + ClickslitherPosted in: Custom Card Contests and Games
Spark Goblin Pits 4R
Lands have "T: Add R."
RRRRR: Create a 1/1 red Goblin creature token. Any player may activate this ability.
Sacrifice a Goblin: Copy target instant or sorcery spell. Any player may activate this ability.
Jun 21, 2019Rite of Dreams and Dust + Essence BacklashPosted in: Custom Card Contests and Games
Archmage Enunciation WUBR
Choose one -
- Counter target spell. You gain life equal to that spell's converted mana cost.
- Target player sacrifices a creature and Archmage Enunciation deals damage equal to that creature's converted mana cost to that player.
Jun 19, 2019Posted in: Custom Card Contests and Games
(2.5/3) Quality: How long does flying and indestructible last? I know I already mentioned this, but it really needs some sort of marker to show if it lasts indefinitely.
This is objectively a fault in the judgement. Take a look at Flame-Wreathed Phoenix, Maelstrom Djinn, or Fated Return. Abilities can be given without duration and it does not need to be stated as such.
All other complaints I have about the judgement are subjective, so I won't bring them into contention.
Jun 19, 2019Mr. Rithaniel posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleCall to the Unspeakable (2/W)(2/U)(2/B)Posted in: Custom Card Contests and Games
Choose two in any order -
- Each player returns a creature they control to its owner's hand.
- Each player discards a card.
- Each player returns a creature card from their graveyard to the battlefield.
IIW: Lands with the text "the game" on them.
Jun 19, 2019Mr. Rithaniel posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleSounds good to me.Posted in: Custom Card Contests and Games
Jun 19, 2019Modal spells meaning things like charms or commands?Posted in: Custom Card Contests and Games
Jun 18, 2019Spherestrobe Marshal + Blinding BeamPosted in: Custom Card Contests and Games
Mirror-Dance Warrior 1URW
Creature - Spirit Minotaur Warrior
Whenever Mirror-Dance Warrior attacks, choose two —
- Tap target creature.
- Target creature can't be blocked this turn.
- Target creature gains first strike until end of turn.
Jun 14, 2019Entombed Viron + Phantom WarriorPosted in: Custom Card Contests and Games
Toxic Courier 2UU
Creature - Insect Illusion
Toxic Courier can't be blocked if defending player has 6 or more poison counters.
"It's like a milkman. A deadly, deadly milkman."
-Jeorg, maker of bad observations
Jun 13, 2019Transmogrifying Barkfiend + Woodborn BehemothPosted in: Custom Card Contests and Games
Titan Wall 2RG
Creature - Wall
T, Pay 5 life: Titan Wall fights target creature. Activate this ability only if you control eight or more lands.
Jun 13, 2019Mr. Rithaniel posted a message on MTGS MCC Finale June 2019 Round 2 - Two Roads Diverged...Arrival of the CavalryPosted in: Custom Card Contests and Games
(Arrival of the Cavalry is white) Sorcery R
Reserve 1W (Rather than cast this card from your hand, pay 1W and exile it with a ready counter on it. You may then cast it from exile for 1W as long as it has a ready counter on it.)
Create three 1/1 white Knight creature tokens. If Arrival of the Cavalry’s miracle cost was paid, those tokens gain flying and indestructible.
Jun 13, 2019Actually, I think I found a way to have my cake and eat it too.Posted in: Custom Card Contests and Games
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