- Koopa
- Registered User
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Member for 15 years, 10 months, and 29 days
Last active Fri, Sep, 8 2023 17:42:17
- 24 Followers
- 6,423 Total Posts
- 351 Thanks
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Feb 4, 2014Koopa posted a message on Launch Giveaway!Birthing Pod. What doesn't that card do? The flavor, the art, the way the card looks with Japanese text... amazing.Posted in: Announcements
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Jan 29, 2014Koopa posted a message on The Upcoming Modern B/R AnnouncementPosted in: Koopa BlogQuote from i-never-smileDo you think you could elaborate more about why "Deathrite isn’t really all that degenerate. It is a strong card sure, but it’s a completely fair card." This piqued my interest...and then you changed the subject. Isn't DRS one of the biggest subjects of debate for ban/unban discussion?
Deathrite is the card most people are crying for a ban over but that doesn't mean it deserves to be banned. Deathrite is literally a situational mana dork that can disrupt the graveyard. An incredibly strong card indeed, but do you honestly think that is ban worthy? -
Dec 16, 2009Koopa posted a message on So I tried Yugioh yesterdayAs a ex-Yugi player, I know how Yugi feels when you first pick it up. Fast, exciting, fun! But I wouldn't advise going too much into it. The game is ridiculously unbalanced and Konami, unlike Wizards, doesn't really care until the list rotation every 6 months. In which case they ban cards they've already milked for money... not what needs to be banned or restricted to make the format balanced. Then once THEY DO make a good format, they release on of their weekly sets that release 5 cards that completley brake the game.Posted in: Chrome homura Blog
Also, you're lucky that your Yugi players are so nice. Most are little punks who always take the game way to serious or ***** when they lose, granted it is the same with all cards game. Yugi has a much higher "crime"(theft, cheating, ect...) rate than Magic.
I just quit Yugi and I tell ya Magic is a hella lot more fun in the long run... not to say Yugi is a bad game, but Konami is a bad company... - To post a comment, please login or register a new account.
Maw of Valakut
R Land Creature - Dragon {R}
Flying
Maw of Valakut enters the battlefield tapped and doesn't untap during your untap step.
Landfall - Whenever a land enters the battlefield under your control, if three or more lands have entered the battlefield under your control this turn, untap Maw of Valakut.
5/5
(2.5/3) Appeal: Timmy loves dragon and this is an interesting land. Johnny likes potential abuse that a creature land could have. Spike likes utility lands, though I think Spike would be less excited about a land that doesn't provide mana.
(2/3) Elegance: So this makes sense as slumbering dragon that only wakes up when something happens, but nothing about this feels like a land and because of that, caused me to search the card a few times trying to figure out why this is a land.
Development -
(1.5/3) Viability: This is basically a colorless 5/5 that needs a very specific condition to turn on. The fact that this would give green, the color most likely to abuse this, a "free" 5/5 flier certainly feels a little off, but so does the whole card. Also, while the challenge asked for you to design a land without a mana ability, it modern Magic design nearly all lands at least assist in casting spells, as contributing to casting spells is the marque mechanic that makes lands... lands. Rare is certainly correct here
(3/3) Balance: This card feels quite balanced so long as the standard/limited environment doesn't abuse untapping it. In older formats this feels like too much set up to get blown out by a removal spell/land destruction.
Creativity -
(3/3) Uniqueness: Dryad Arbor is the only example of something like this and this does feel significantly different enough from that.
(2/3) Flavor: Flavor is solid. Art would really pull this card together..
Polish -
(3/3) Quality: All good!
(2/2) Main Challenge: Yup!!
(0/2) Subchallenges: Nope!!
Total: 19/25
Darkheart Nexus
Legendary Land (Mythic)
Wheb Darkheart Nexus enters the battlefield, target opponent gains control of it.
Spells you cast cost 2 less and an additional 2 life.
5: Target player gains control of Darkheart Nexus.
Design -
(1/3) Appeal: This is a Johnny card through and through.
(3/3) Elegance: Makes cards cheaper at the cost of live. Fairly straightfroward.
Development -
(2.5/3) Viability: Rarity is good, seems fine as colorless land. Should probably be "As ~ enters the battlefield, choose a player. ~ enters the battlefield under that players control.", while this is more wordy, it works casting spells at instant speed with the trigger on the stack.
(2.5/3) Balance: This is a multiplayer only card but is quite cool in that kind of format. The second ability could have used an "any player can activate this ability" tag to really play into the multiplayer format. Seems quite balanced.
Creativity -
(2.5/3) Uniqueness: While cost reduction is not a new mechanic, using it in such a way is quite cool!
(2/3) Flavor: Flavor is fine. Feels very Phyrexian despite no real name/flavor reference.
Polish -
(2.5/3) Quality: "Wheb ~ enters the battlefield"
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Great!!
Total: 20/25
Culstath's Academy
Legendary Land (R)
Instant and sorcery spells cost 1 less to cast.
1, t: Target Wizard gains prowess until end of turn.
"Developing fine, young mages since 1143."
-Sign outside of Egrod's Hall
Design -
(2/3) Appeal: Johnny and Spike are foaming at the mouth. Timmy isn't super impressed.
(3/3) Elegance: Very straightforward effects.
Development -
(1.5/3) Viability: Rare is good. This works on a land but probably shouldn't exist as efficient as you get here.
(0/3) Balance: The card is simple but unbelievably busted. I cannot see how this would stay legal in Modern or Legacy.
Creativity -
(1/3) Uniqueness: Goblin Electromancer and Baral have both done this before. Granting Prowess is newish.
(1.5/3) Flavor: Flavor is fine. Not a homerun.
Polish -
(3/3) Quality: All good.
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Yup
Total: 16/25
Nexus, Time's Laboratory
Legendary Land (M)
Spells you cast from your graveyard, library, or exile cost 1 less to cast.
You may look at and cast exiled cards you own if they are face down.
: Reveal the top card of your library, you may cast that card. Activate this ability only if you cast a spell from your graveyard, library or exile this turn.
Past or future, it's got to be better than the present.
(2/3) Appeal: Johnny loves this. Spike likes the potential card advantage. Timmy is meh.
(2/3) Elegance: The card is a little clunky. The whole "you can look and cast facedown cards" while synergizing with the rest of the card, feels a little tacked on and unnecessary.
Development -
(2/3) Viability: Cost reduction can be colorless, but this seems a little too accessable as a land. Mythic is fine but I think this could be a rare.
(2/3) Balance: This seems a bit dangerous with graveyard cards, especially in older formats, but I think is just right not to be overpowered. Still, this card would be a developmental nightmare.
Creativity -
(2/3) Uniqueness: Cost reduction isn't new but this is an interesting way to apply it. The whole "impulse draw" is also not new but is used differently here.
(1.5/3) Flavor: Flavor is fine, though the flavor text doesn't really fit.
Polish -
(3/3) Quality: Seems good
(2/2) Main Challenge: Yup
(2/2) Subchallenges: Yup!
Total: 18.5/25
Zhalfir the Desolate
Legendary Land {R}
When Zhalfir the Desolate enters the battlefield or at the beginning of your upkeep, exile the top 2 cards of your library face down. You may look at cards exiled this way.
0: You may play a noncreature card exiled with Zhalfir the Desolate. Zhalfir phases out. Activate this ability only once each turn.
So many lifetimes spent, all to return a continent that had long since destroyed itself.
(1.5/3) Appeal: Spikes like the card advantage. Timmy says meh. Johnny might be able to find a use for it.
(1.5/3) Elegance: This has phasing which, while flavorlicious, is one of the most confusing mechanics there is.
Development -
(1.5/3) Viability: A consistent source of card advantage is very good for colorless source, especially for one this cheaply. I think the biggest ding against this is that it doesn't feel like a land at all. It doesn't help cast your spells in anyway (except giving you access to ones you exile). I know the challenge was to design a land without a mana ability, but this is a call back to the days of Arena and Sorrow's Path.
(3/3) Balance: Being able to only do this once per turn and requiring basically skipping a land drop leads me to believe this is safe.
Creativity -
(3/3) Uniqueness: Library lands have existed before but this is a fresh take.
(3/3) Flavor: Flavor is excellent.
Polish -
(3/3) Quality: Yup!
(2/2) Main Challenge: Yup
(1/2) Subchallenges: Doesn't help cast spells
Total: 19.5/25
Blood Peak
Land (R)
R, T: Target land becomes a Mountain until your next turn. Untap up to two basic lands you control.
(1/3) Appeal: Spike likes the ability to turn this on your opponents lands. Timmy and Johnny are pretty unimpressed.
(1.5/3) Elegance: Straightforward effect though turning lands into other lands always carries some confusion with it. This is particularly evident here where I could see players making their Underground Sea a Mountain, then not being able to untap it. Also, while the challenge was to design a land without a mana ability, this feels like the card would be better designed with a simple "T: Add C." The work around of untapping two lands just makes the card feel clunky.
Development -
(3/3) Viability: Certainly a red ability. Rare feels right.
(2/3) Balance: The fact that this is a "free" color hoser concerns me. While I appreciate efficient color hosing, this might be too good.
Creativity -
(1.5/3) Uniqueness: Blood Moon, Alpine Moon, and Blood Sun are all examples of this kind of effect.
(2/3) Flavor: The whole "Blood" flavor is nice but you could have had some flavor text to be sure.
Polish -
(3/3) Quality: Yup
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Yup
Total: 18/25
The Seedheart
Legendary Land (R)
When The Seedheart enters the battlefield, you may search you library for a basic Forest card, put it onto the battlefield tapped, then shuffle your library.
3G: Return The Seedheart to your hand.
(2/3) Appeal: Johnny likes the ability to ramp with flicker effects. Spike likes the card advantage. Timmy probably thinks this is just worse than a Forest.
(3/3) Elegance: Very straightforward. Nothing to be confused about here.
Development -
(3/3) Viability: Despite being a land, this card feels very green. Rare is good.
(3/3) Balance: This is basically a Terramorphic Expanse that only fetches Forests but has potential abuse with flickering effects. It feels like it wouldn't see much play in Constructed unless you have a lot of flicker effects available. Multiplayer is probably where this card would see the most play.
Creativity -
(2/3) Uniqueness: Fetching lands is not new by anymeans but this card does feel different.
(2/3) Flavor: Flavor is fine. You could have probably fit a line of flavor text.
Polish -
(3/3) Quality: All good.
(2/2) Main Challenge: Yup
(1/2) Subchallenges: Doesn't help cast spells.
Total: 21/25
Raikou: 19
netn10: 20
flatline: 16
egoblinsw: 18.5
TotallyHaywire: 19.5
Forestsguy: 18
Jimmy: 21
Koopa
RaikouRider
netn10
TotallyHaywire
egoblinsw
Flatline
Jimmy Groove
Forestsguy
Gerrard's Mom
Freyleyes
StonerofKruphix
Marco
mirrodin71
Subject16
void_nothing
Antiantiserum
Raptorchan
Hemlock
bravelion83
Cardz5000
Neuroticneurok
The_Hittite
Top 4 Advance!
Bloom 2G
Sorcery (C)
Choose one -
Oboro Frostcaller 2UU
Creature - Moonfolk (U)
Flying
2, Return two lands you control to their owner's hands: Tap target creature. It doesn't untap during its controller's next untap step.
2/3
Kami of Shifting Realities 3GU
Creature - Spirit (R)
When Kami of Shifting Realities enters the battlfield, return target permanent to it's owner's hand. Then you may put a land from your hand onto the battlefield tapped.
A gust of wind, a changed world.
3/3
Kogi, the Moon Unfolded 4UUU
Legendary Creature - Moonfolk (MR)
Flying
Whenever a land you control leaves the battlefield, return another target permanent to its owner's hand.
5, Return three lands you control to their owner's hands: Take an extra turn after this one.
4/4
Mom: Free spells are always dangerous, especially in blue. The fact that this card be abused with expensive cards with cost reduction and +1/+1 counters on the front end and "free spells" like Ancestral Visions on the backend make this card feel like a developmental nightmare.
Raptor: The card seems balanced and fun enough to play but it just feels like a bunch of abilities stapled together. The card has no flow aside from "play this early" and "win late". Not a bad design, just less standoutish compared to the others
1) Hemlock
2) Mom
3) Raptor
This list 5-0'd a Daily. Very traditional list.
August MCC 2018 Round 1 - Abilities!
This month we will be messing with different abilities
Main Challenge: Design a land without a mana ability.
Subchallenge 1: Your land helps play spells or abilites by itself.
Subchallenge 2: Your land has an activated ability.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Subchallenge 1: "Paying for a spell by itself" just means that the land assists to help play your spells/abilities. Searching for a land does not fulfill the challenge.
Subchallenge 2: The activated ability can be a mana ability, but obviously you will fail the main challenge
Design Deadline: All submissions are to be final and submitted by August 6th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by August 9th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
Koopa
Gerrard's Mom
Antiantiserum
Please sign up to be a judge if you do not play!
Contestants:
The first round is open to everyone!
A helpful tip for those formatting their cards:
Renin, Savior of Species 4W
Legendary Creature - Human Hero (R)
As Renin enters the battlefield, choose a creature type.
Other creatures you control of the chosen type are indestructable.
"All life is precious."
4/4
The August MCC starts in a few days, and we will need three judges including myself. Judge signups will remain open until the end of round 1. If you have never judged before, please post a judgment of the sample card using the official rubric. If you have judged before, please just post here to say you're willing.
Webmother 3RG
Creature - Spider (U)
First Strike
Spiders you control get +1/+1 and have reach.
2/5
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.