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  • posted a message on Birth of Kamigawa — Intro to Mahngao
    Quote from gtmwarrior
    RG doesn't get creature destruction? let alone "destroy target creature and target land" for 5 mana? let alone, "also, an enchantment, artifact, and/or PW if you want."


    Actually red/green does get that, but this is a powered-up version that is probably too strong for 3RG. Also, it's bad form to have a planeswalker who has enough starting loyalty to cast his ultimate immediately. It makes him seem like a sorcery.
    Posted in: Custom Card Creation
  • posted a message on Blue Green Creature Ideas
    I love the idea of the quickwurm. Great idea. It really doesn't need to be blue though, monogreen would work, or even greenwhite. I don't see the blue on this at all (green gets flash anyway, particularly in the case of "surprise blocking" effects like this).

    coiled slitherskin is neat, but feels too strong. It just grows and grows, no disadvantage, doesn't require you to do anything, and then gets shroud. I mean, I know Witch-Maw Nephilim is pretty terrible, but this seems over the top for a bear.
    Posted in: Custom Card Creation
  • posted a message on Hellborn Lich, Osso, the Agitator, and Slyword Sphinx
    Quote from Shadowfate
    He was referring to the "At the beginning of your upkeep, Hellborn Lich deals damage to each creature and each player equal to your life total." Like the other liches, you just have to use life gain to your advantage. Before, Healing Salve turned into an Ancestral Recall. Now, it turns into a board sweeper and card quality.


    Yeah, that is what I was getting at.Just making sure that was the point of the card, and there wasn't something else to it. It seems odd that black and red would combine to make an enchantment that cares so much about lifegain, but I guess the same is true for Lich as well. This just seems a little "off" to me somehow. Can't quite put my finger on it.
    Posted in: Custom Card Creation
  • posted a message on 2 green creatures
    Nice cards. They both struck me as overpowered at first look, but now I do think they are probably both alright. Both should be rare, or at the very least uncommon.
    Posted in: Custom Card Creation
  • posted a message on Hellborn Lich, Osso, the Agitator, and Slyword Sphinx
    hellborn lich - I love lich cards, but I think I must be reading it wrong, or you worded it wrong or left something out. When it ETB, it deals damage to you equal to your life total. Your life total is now 0. Assuming you have no way of continuously gaining life, its upkeep ability will never do anything. Am I missing something?

    I like Osso a lot. "passive" abilities on planeswalkers are cool. I do not like the "return to hand" clause on his ultimate, however. Just doesn't feel right to me, and I don't think it needs it.

    slyword - awesome! I love the "guess the same thing or you lose" game! With a 4-out-of-5 chance (right?) of making them lose two steps, it seems a little brutal. But that's probably ok on a 7 mana creature. Love the "WOW!" factor of this. Would be lots of fun!
    Posted in: Custom Card Creation
  • posted a message on a year's worth of my cards (commons)
    Thanks, I meant to add in my original post that miracle worker needs a new name. "[townname] Miracle Worker" or something similar is the plan.

    Thanks for all the comments, I hope to get up a post with my uncommons and rares very soon.
    Posted in: Custom Card Creation
  • posted a message on Hotbox, Hallucinogenic Trance, Pinprick Bauble
    Quote from CXA26483
    I can't help but notice a very drug related theme among your cards... O_o;;


    I noticed this too! Laugh

    hotbox - neat little card, but for the love of god don't make it rare.

    pinprick bauble - seems too strong to give a free 1 damage to any color. How about take the hotbox route, and give it an activation of "Tap an untapped permanent you control" too?

    hallucinogenic trance - I really think this should enchant nonland permanents.
    Posted in: Custom Card Creation
  • posted a message on a year's worth of my cards (commons)
    Thanks so much for the comments everyone!

    Quote from Syne_Lau

    Miracle Worker - Could be confusing with the gain life part of the ability. I get what you are saying, but I'm not sure if that is the correct wording.


    Um yeah, this is unnecessarily complicated. How about if it just prevents 1 damage to a creature, and if that damage is prevented, you gain 1 life? And I need to change its name to "[city/town/race] Miracle Worker" as QuietMarketer points out.


    Zealous Auramancer - Maybe have the "Mystic" creature type instead of "Wizard" to make it more in flavor for white.


    Yeah, sounds good.


    Amateur Historian - I believe this has been done before. Looks fine.


    I since looked it up, and Kami of the Crescent Moon and Lore Broker both have similar abilities. Those are at different rarities, but I think mine works at common.


    Dislodge - Could use a power boost, like "tap each permanent target artifact or enchantment is attached to, then return that artifact or enchantment to its owner's hand." Yank something from a person's grasp so they will fall over.


    Great idea! Thanks!


    Cull the Unworthy - I'm weary of this, because outside of an Aura set this card could be abused and its restriction can be ignored. Maybe something like this would fit better in the set?

    Screams of Despair :1mana::symb:
    Sorcery
    If target creature is enchanted, it gets -1/-1 until end of turn. Otherwise, it gets -3/-3 until end of turn.




    In my original post I justified this based on Rend Flesh, and I was thinking to myself "well if they can have a 2-mana instant that basically kills everything except in block, so can I." Now I realize that rend spirit costs 3. Heh. I like your idea, although I would make it an instant so it isn't too much worse than Last Gasp. Or make it a sorcery that only costs :symb:. That might be neat.



    Meteor Haul - Eh, this card isn't my cup of tea...it would look more elegant with Kicker, as much as you like to avoid that.

    Reckless Strength - Doesn't seem reckless unless it either "can't block", "attacks each turn if able", or is "+3/-1" instead.

    Ticking Goblin - If you want this to interact better with your set, you could say "damage equal to its power".


    Good points on all counts. If I don't find more uses for its ability (or kicker) I may just cut the meteor altogether. For reckless strength, I can always rename it. The goblin would work great with caring about power.

    Quote from rancored_elf
    Cull the Unworthy - 1B

    Damn, I think that's too powerful for constructed. Would be the best non-instant removal in its class.


    Yup, as I now see. What was the winning "destroy target creature" in your poll? I seem to remember BB/sorcery and 2B/instant being popular, but 1B/sorcery getting some approval too. I think I will go with a variant of syne_lau's suggestion anyway. Or, mine would probably be fine at 2B, considering the aforementioned Rend Flesh.

    Pain Bond - very S&M. Hot flavour, good card.


    Yes, S&M and Hot were what I was going for! Grin

    Barksong looks really strong. Cool name.

    Inner Harmony - Cool Smile


    Thanks!

    Quote from QuietMarketer
    I like the cost at 3 CMC. And, I'm
    about to make a suggestion that I
    believe might make this uncommon...

    ...how about, if target aura is attached
    to a creature exile the enchantment
    instead.

    This would provide an answer to recurring
    enchantments.


    All neat ideas. I think it could even just say "exile target enchantment" as a 2/2 for 2W.

    Thanks for pointing out Miracle Worker to me too!

    Perfect card if it was 1/1 or at best 1/2


    Considering it only helps auras, I think it is ok as a "bear."

    Wonderful flavour text. Bravo Thumbs Up

    I like this card. I would like to see a rare or
    uncommon that is - History Provost :2mana::symu::symu:
    or perhaps :2mana::symw::symw: Creature - Human (Cleric or Wizard)
    0/4 (4 toughness because she has tenure
    of course)

    :2mana:: Each player draws a card

    Could be a very nice engine!


    Thanks! I like the idea of one with "tenure" too but not sure if I'd want to make an engine creature like that.

    Let me tell you why not...it's common.
    Cycling for a specific card is vastly
    powerful. It's like a Homing Sliver a
    card that is full of WIN in a sliver deck.


    Hmm...but homing sliver is itself a common, and is probably more dangerous in a sliver deck than this would be in an aura deck.

    I like your suggestions for reckless strength and ticking goblin!


    So maybe it's 'fair' priced. All the
    same I'd prefer to see a more "green"
    third option. Perhaps search your
    library for a basic land and put it
    into play tapped OR play an additional
    land card from your hand.

    What do you think?


    I think that's a great idea. The final option, instead of draw a card (although I do think that is green), can be "search for a forest and put it into play tapped." Might be good in common now as a rampant growth type card, or perhaps being a "choose two" makes it better as uncommon.

    Perhaps a green enchantment that
    turns a card into a "Venduran Enchantress"
    would be fun in your set?


    That could be neat. I had already planned on having at least one enchantress variant, too.

    Hmmm, I'm thinking too powerful.
    How about Sac Dreck Forager to
    destroy target non-land permanent
    that shares a name with another
    permanent on the battlefield.


    That sounds cool, but powerful and not quote mono-green to me. Maybe if it could only hit an artifact or enchantment, or maybe if I added black or white to its cost.

    Perhaps a name like: From the Source
    also, perhaps it should do something
    like turn the target perminant into a
    0/1 green creature so there is added
    potential removal.

    Also, now it could be use agressively
    as well. You have a platinum angel
    that I've just turned into a manabird
    and shocked.


    I think there are already several cards that do that, at least somehow make something into a weak creature.

    Thanks a lot for all the comments! You've all been a big help.
    Posted in: Custom Card Creation
  • posted a message on Path to Immortality, and other "building" quests
    Ah yes, once-per-turn is the best idea for it.
    Posted in: Custom Card Creation
  • posted a message on Wailing Husk, Nattering Bookfetch, and Hammer and Anvil
    I like silvercut's suggestion on the bookfetch.

    I don't think the OP was dead-set on sticking with soldiers as the creature types for hammer and anvil. But I also like the "brothers in arms" idea.
    Posted in: Custom Card Creation
  • posted a message on Path to Immortality, and other "building" quests
    I like path to immolation a lot, but perhaps I'd have it trigger only on sources other than itself, so it doesn't just keep growing without any extra work from you.

    Another idea for a blue trigger could be "whenever you gain control of a creature/permanent you don't own..."
    Posted in: Custom Card Creation
  • posted a message on Path to Immortality, and other "building" quests
    Quote from dracomageat
    Harmony might be a little broken. play it turn three with bird of paradise, then use the bird to activate it turn 4 for 4 1/1 lands which all add counters when they tap for mana. turn 5 you have 5 6/6 lands in play which only get bigger.


    Oh crap, yeah. I want to word it in such a way so that it triggers only when nonland creatures tap for mana.

    Path to Harmony :2mana::symg::symg:
    Enchantment
    Whenever a nonland creature you control is tapped for mana [reword?], you may put a Quest counter on Path to Harmony.
    :symg:: Lands you control become X/X creatures until end of turn, where X is the number of Quest counters on Path to Harmony. They're still lands.

    The idea is that these quests should be relatively hard to trigger, so that the growing bonus doesn't become too overwhelming too quickly. Or that the bonus itself be small/reasonable enough that even if it grows fast, it isn't too out of control. Not sure if the green one fits this, but I think it's a start.

    Thanks for the comments, guys. Glad you like the direction this is going. If anyone has ideas for the other three colors (or new ideas for white or green), post them!

    I was thinking "Path to Madness" for black, perhaps involving you self-discarding as a trigger, and maybe a "each upkeep draw a card for each quest counter" as a bonus?

    for blue: Path to Superiority, at the end of each of your turns in which you have more cards in hand than any other player, add a counter?
    Posted in: Custom Card Creation
  • posted a message on Path to Immortality, and other "building" quests
    What if there were quest cards that didn't care about you hitting a certain "magic number" of counters, but instead grew in strength each time you hit their condition?

    Path to Immortality :2mana::symw::symw:
    Enchantment
    At the beginning of your end step, if you gained life this turn, you may put a Quest counter on Path to Immortality.
    If a source would deal damage to you, prevent X of that damage, where X is the number of Quest counters on Path to Immortality.

    the lifegain trigger might be too annoying, here's an alternate version:

    Path to Immortality :2mana::symw::symw:
    Enchantment
    At the beginning of each player's end step, if a creature card was returned from your graveyard to the battlefield this turn, you may put a Quest counter on Path to Immortality.
    If a source would deal damage to you, prevent X of that damage, where X is the number of Quest counters on Path to Immortality.

    Either way, the card cares about you getting on with your quest to be an immortal (either by making your own creatures immortal, or by gaining life) and then becomes a scalable Urza's Armor.

    Little thought was put into balancing the cost of the card, I just wanted to get the idea out there. Here's one for green:

    Path to Harmony :2mana::symg::symg:
    Enchantment
    Whenever a nonland creature you control is tapped for mana [reword?], you may put a Quest counter on Path to Harmony.
    :symg:: Lands you control become X/X creatures until end of turn, where X is the number of Quest counters on Path to Harmony. They're still lands.

    as your creatures make mana, your mana sources become (bigger and bigger) creatures. EDIT: only triggers when a nonland creature is tapped for mana.

    Is this idea worth exploring? (Might it be coming in worldwake?) What other ideas could fill out this cycle?
    Posted in: Custom Card Creation
  • posted a message on Unconventional costs
    I sort of love all of these.

    song elemental - great idea, but I would go with one of dracomageat's wordings.

    happy reading - cool! reminds me of brainstorm+fetchland interaction. I would stick with your original wording I think.

    comprehend - yeah, this is just too strong. the enchantment effect alone is pretty nuts, and "free" transmute is scary too, even if you could accidentally exile the card you wanted to transmute for.
    Posted in: Custom Card Creation
  • posted a message on vine tangler, mana monster, speedster
    Quote from silvercut
    When I first read the card, before I the long-winded posts pointing out the combo potential with Pemmin's Aura and Freed from the Real, I was already thinking that it should be limited just for sake of flavor:


    I was thinking about limiting it to creatures, too.

    I also thought of this: "If that mana is spent to cast a creature spell, put a +1/+1 counter on each [other?] creature you control."

    I think this version fits best as a life-nurturer, as Nemephosis suggests. At that point, I'd want it to be an Elf Druid probably.

    But part of what I like about it is that it plays so well with other colors, and so I think I'd like to keep it to all spells. As an ooze (and now I can't get it out of my head as an ooze), I think keeping it all spells is good.

    Manacooze :1mana::symg: (R)
    Creature - Ooze
    1/1
    :symtap:: Add one mana of any color to your mana pool. If that mana is spent to cast a spell, put a +1/+1 counter on Manacooze.
    "I feed from its energy, and it feeds from mine." -Avictus, Greater Ooze-Mage

    all it needs is a name that's better than "Manacooze" :p
    Posted in: Custom Card Creation
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