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  • posted a message on [WWK] 5 cards from several blogs!
    Canopy Cover: B+. Flying while attacking and troll-shroud, basically, which isn't bad at all but isn't great either.
    Join the Ranks: C+. Sure, they're Allies, but in any other deck this is horrible.
    Quest for the Nihil Stone: A. Interesting twist on Megrim.
    Wind Zendikon: A+. Very powerful. Compared to the Vastwood Zendikon especially.
    Dread Statuary: C-. Don't like. Compare to stuff like Celestial Colonnade.
    Posted in: The Rumor Mill
  • posted a message on Alternate ending to the Alara Block
    re: LD in Grixis 3rd set. The thing is that LD is primary in red. Having it be a subtheme in a shard after the shard just lost red... just weird.
    re: Defiance. It's an extremely unsynergestic mechanic with the other stuff going on. Domain cards, for example, can certainly be played in 3color decks- they're not very good there, but still in limited they can be OK. Moreover, if you splash, the domain count gets much better. The defiance doesn't. Moreover, I feel it's somewhat over the top. The thing is, we already have a bunch of 4color cards- why Defiance as well? Maybe we should just use that space for actual 4color cards?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Kafudo- Damage-themed set
    re: KHANanaphone. You're right... fortunate that it's not in the set anymore.
    In any case, the Viper School. Their theme is destroying enemy creatures and first strike.
    Viper-School Piker 2B
    Creature- Human Soldier [c]
    First strike
    2/2

    Stinging Dusk B
    Instant [c]
    Target creature gets -0/-3 until end of turn.

    Test of Stability 1B
    Sorcery [u]
    Target creature gets -3/-3 until end of turn. At end of turn, put a +1/+1 counter on it.

    Viper-School Venomist 2BB
    Creature- Dragon Wizard [r]
    Creatures have -1/-0.
    Creatures with 1 or less power have -0/-1.
    5/5

    Terror (reprint, common)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Alternate ending to the Alara Block
    re: defiance. I thought it was a D common and a DA rare? I guess we could do common/uncommon... I think common/rare works better, though. As for the C common: I guess that could work. I just think there's no real need for it... maybe. Whatever everyone else thinks.
    re: names. Influx sounds nice.
    re: Rootgnawer Wurm. Just seems weird because LD is primary in R.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Alternate ending to the Alara Block
    re: Folza. Never use Bitterblossom as an example of a balanced card.
    re: name. How about "The Conflux War"? The third set can be "Alara Redrawn".
    Also, I don't think Esper needs any new mechanics until the third set. TransXXX sounds interesting, though, for then... I suggested Vanishing, and we need to choose between the two.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Kafudo- Damage-themed set
    re: Jumbo Hack. Will be changed to 4U.
    Jubemo isn't broken. Maybe it should cost 6UU, but saying he turns Lava Axe into a one-shot kill is a 12-mana 2-card combo. Seven mana is a LOT in competitive play, especially for blue.
    Anyway...
    The Central Desert of Choro is a perfect region for trade, as long as you can endure the sandstorms, heat, and lack of water. The traders in this desert are known as Baol. Their theme is sacrificing what you don't need and forcing your opponent to do the same.
    Lighten Pack B
    Sorcery [c]
    Each player sacrifices a creature.

    Wretched Banquet (uncommon)

    Sandstorm Precursor 2B
    Instant [u]
    Target player may sacrifice a creature. If they don't, each creature gets -2/-2 until end of turn.

    Piercing Sandstorm
    4B
    Instant [r]
    Each player sacrifices two creatures. For each creature sacrificed that way, each creature gets -1/-1 until end of turn.

    Cursed-Goods Baol B
    Creature- Human Merchant [c]
    When ~ comes into play, target creature gets -0/-2 until end of turn.
    1/1
    Posted in: Custom Set Creation and Discussion
  • posted a message on Alternate ending to the Alara Block
    Slight twist on Selection:
    Selection- Fill in its teeth (When ~ comes into play, choose a creature with power 5 or greater not yet Selected. At the beginning of your upkeep, fill in its teeth.)
    This way it encourages more power 10 or greater creatures.
    Pinnacle. It isn't a bad idea in and of itself. The problem really is that Pinnacle is much easier to achieve if there are no other creatures with high power or Pinnacle- it's anti-synergistic with itself.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Alternate ending to the Alara Block
    re: faze. My suggestion for Naya 3rd set was Selection- Fill in its teeth (When ~ comes into play, choose a creature with power 5 or greater. At the beginning of your upkeep, fill in its teeth.) A lot of creatures would have Selection- put a +1/+1 counter on it. Selection needs a better name, but I think it could work. Thoughts?
    Jund, Bant, and Esper 3rd set seem to have a basic focus. Now the big problem is with Grixis, which needs a 2nd set basis and a 3rd set basis.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Alternate ending to the Alara Block
    re: mrrodgers. The push to 10 power sort of evolved. The whole idea is that the Nayans are perfecting their behemoths- thus the +1/+1 counters.
    Slowing Naya- the entire theme is that once you have a 10-power creature you get huge benefits. You don't need a 10-power creature.
    Blue- it pushes Nayans to think beyond what they have. It adds a goal. +1/+1 counters are U for a reason.
    Anyway, what's wrong with Mindglue as a mechanic (other than the horrible name)? It shows that Nayans are no longer looking at the behemoths as a whole as much, instead allying with one particular behemoth.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Alternate ending to the Alara Block
    re: mrrodgers. Point being, how can graft be that great of a fit for Naya? It only typically boosts a creature's power by 1 or 2, which is not usually enough to get it to 10. Putting it on behemoths means weakening them often below 5 power. Putting it on non-behemoths means quickly killing them- which was fine for Simic, but not for Naya. The worshippers shouldn't be killing themselves for the behemoths- that's WB, the colors Naya lacks. The flavor is off, in other words. (It worked in Simic because it was a different situation- they weren't killing themselves of fanaticism, rather the ones like Simic Initiate were doing it without knowing it would kill them- at least I think of it that way.) Graft, to me, is RWU- a society where helping your friend is key, in return they'll watch your back, hitting quick is the point. Something like that. Not Naya, and certainly not 3rd set Naya, at least not my imagining of it.
    Posted in: Custom Set Creation and Discussion
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