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  • posted a message on Please Help Me With My Commander Deck
    It seems to want to be an elf deck, so i would start by taking out all non Elf creatures and spells that create anything non elf token based first, which i think its about 8ish cards? Also maybe Idol of Oblivion too, as elves can get big with the right ones. Also Awakening Zone seems like it could be let go too.

    ~Funk Pirate.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Leakers strike again — 9 new cards from CML Including……..The rabbit token (edit: 3 more cards)
    The gnome is great against any lands that sacrifice to filter, so this could be legacy playable?

    ~Funk Pirate
    Posted in: The Rumor Mill
  • posted a message on [CLB] Good Morning Magic 5/25 — 6 Gates
    There is also Vesuva and Thespian's Stage.

    ~Funk Pirate
    Posted in: The Rumor Mill
  • posted a message on [CLB] Mothership 5/17 — Tasha, the Witch Queen, Elminster's Simulacrum and Bundle Basics
    I have to say i much prefer the regular art for Tasha here, its just amazing, shame the borderless is the inferior one on this occasion (in my opinion!)

    ~Funk Pirate
    Posted in: The Rumor Mill
  • posted a message on Brothers in Arms
    It is a rather odd ability in terms of writing for the game.

    How about something like:

    Brothers-in-Arms 1W
    Enchantment
    When CARDNAME enters the battlefield, choose a creature type.
    Whenever a creature that does not share a creature type with the chosen creature type attacks, it gains +X/+X until the end of turn, where X is the number of the chosen creature type you control.

    In this case it does mean that all other creatures you posses will get buffed (so maybe adding to the cost) but having two selections could get confusing and making the wording as an exclusion, it cleans up the wording.

    Alternately you could try something like this:
    Brother-in-Arms 1W
    Enchantment
    Enchant Creature
    When CARDNAME enters the battlefield, choose a creature type that the enchanted creature does not have.
    When a creature that shares a creature type with the enchanted creature attacks, it gains +X/+X until the end of turn, where X is the number of creatures you control of the chosen type.
    When a creature of the chosen type attacks, it gains +X/+X until the end of turn, where X is the number of creatures you control that shares a creature type with the enchanted creature.

    Making it an Enchant Creature Enchantment helps to separate the two creature types while also making it impossible for the 1 creature to buff itself, though it does this at the expenses of being easier to remove.

    ~Funk Pirate.
    Posted in: Custom Card Creation
  • posted a message on WotC think Q2 will be the most profitable quarter
    I also think that they are also betting on the Secret Lairs of Q2 too, to cash in on the LGBTQ+ version just revealed, which seems to have alot of positivity around it ahead of Pride Month. And to be fair, the card selection is okay and it is some every nice art Grin

    ~Funk Pirate
    Posted in: Magic General
  • posted a message on Ninjutsu v.s. Eiganjo
    There are two ways this could go down.

    The first is as Rezzahan has described, with using the Channel ability of Eiganjo, Seat of the Empire in the declare attackers step to avoid the Ninjutsu.

    Or Your opponent could wait until the declare blockers step, by allowing you to ninjutsu, then using the Eiganjo on the new Ninja. This is because the attacker has priority, so needs to Ninjutsu before their opponent can react, but the opponent still gets priority to act before combat damage can be afflicted, and therefore could take out a bigger threat (just depends on what left and what came in).

    ~Funk Pirate
    Posted in: Magic Rulings
  • posted a message on FF9 Inspired Lands
    I could see these being quite strong as your not paying for the second abilities of these lands, but the drawback of using these for mana will be a growing issue, so does balance these a bit, though maybe a cost of 1 or 2 may be needed?

    I do think that Cleyra is reasonable of an ability, and i think that Lindblum may be better making a 0/1 token that rides for +2 (similar to the new Kamigowa stuff) but can understand the want to make it different. Maybe if not making a creature make the minimum reduction to 1 rather than to 0 (ie reduce by 1 to a minimum of 1)

    As for KDP, i think that wording is very clunky and defiantly needs a rework and maybe some slight change.
    As the area is a kind of 'trap' zone, maybe something like:
    t Reveal the top card of your library, if the revealed card is a non-land, target opponent creates a 3/3 Red/Black Creature token called Antlion. You may play the revealed card this turn.

    This way if you hit something useful, your opponent gets a 3/3 to add pressure to you, rather than the life cost right away.

    ~Funk Pirate
    Posted in: Custom Card Creation
  • posted a message on FFIX Mechanic - Synthesis
    Quote from rowanalpha »
    The one caveat to this whole discussion is, of course, none of this works in commander, but because you cannot have multiples of your original card nor a sideboard for the Ogre to wait in. You'll want to tune this either for limited (component cards need to be common so they can be picked up easily) or constructed (more competitively costed uncommons).


    There is a way to make this work in commander.

    First it could either make a token called 'Ogre' or it could search for it. This way it would free up the sideboard or be usable in commander.

    Also with regards to needing 2 'Mage Mashers' (which as stated not all of the Synthesize cards would need duplicates), a simple replacement artifact can be used:

    Orichalcum 3
    Artifact
    When Orichalcum leaves play gain 1
    When activating a Synthesize ability of another artifact, you may treat Orichalcum's name as either Mage Masher, Save The Queen or Masamune.

    ~Funk Pirate
    Posted in: Custom Card Creation
  • posted a message on MaRo's Streets of New Capenna Teaser
    “Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.” = Hidaway 10.

    Also the "five mana costs, using existing mana symbols, that we’ve never used before" could be referring to the total value or a combination, so could really be anything. Heck even the 13BB could be one of these.

    ~Funk Pirate
    Posted in: The Rumor Mill
  • posted a message on New capena speculation
    Quote from Ryperior74 »
    https://markrosewater.tumblr.com/post/678920430950744064/can-we-please-get-more-info-on-just-how-halo

    Well what’s this.

    the Blue stuff the dragon demon (jund faction leader) is holding is something they are fighting over? And this is halo power is immense



    I know some of you can't let go of the one per year theory but I will say it

    I smell we found what the phyrexians will be after if they are infact here a sample of this blue stuff to go along with the tyrite they got on kaldheim. (Next ingredient for planar travel/resurrect yawgmoth theory/to make a praetor new father or mother of machines)


    So we are gonna see Halo Hunter then.

    ~Funk Pirate
    Posted in: Speculation
  • posted a message on Demon tribal is not a theme in new capenna
    I think that we will see Demon tribal, it not hard for it to be so.

    We will probably see demons without flying too, as wings are hard to fit into a pinstripe suit, plus there are varients of the Demons we are getting from the images already revealed.

    Also for those saying we wont see demons being anything less than 3+ 3/3, i would like to point out that when i started magic it was incredibly rare for an Angel to be less than 5 mana (4 at the very least), but since i stopped playing from Zendikar 2 to when i restarted at Thrones, ive now seen Angels at all sorts of low costs, still with flying and with slightly smaller bodies. Its not hard to see Demons getting the same treatment in a set focused on them.

    ~Funk Pirate
    Posted in: The Rumor Mill
  • posted a message on First Settlers
    White land abilities also usually state 'Basic Plains' rather than Land, and i agree with Rowanalpha, that Green is for getting extra lands into play. Maybe make the ability a basic plains searcher, which will bring it more in line with other white effects.
    Posted in: Custom Card Creation
  • posted a message on Does This Toski Combo Work?
    Card Slinger J, you dont seem to realize how any of these cards work.

    Here is a scenario for you, using your board state mentioned:
    You have Toski, enchanted with lure and Druid's Call in play. Your opponent has a 3/3 and a 2/2 (no abilities to keep this simple).

    Its your turn and attack with Toski (as he has too attack every turn if untapped).

    Your opponent has to block Toski with both the 3/3 and 2/2 due to lure, so does so. Damage resolves and Toski receives 5 damage total and you have assigned 1 damage to one of his creatures (not relevant for any outcome here), you then make 5x 1/1 Squirrel tokens. (also no cards are drawn as no combat damage was assigned to your opponent). You decide to end turn and play passes to your oppoenent.

    Your opponent decides to play two 1/1 creatures (again with no abilities) and passes the turn.

    You start your turn as normal and decide to move to the combat step. You decide to attack with all 6 creatures (again forced to attack with Toski), and again due to Lure, all of your opponents creatures must block Toski and does so, meaning Toski is blocked by a 3/3, 2/2 and 2x 1/1 creatures and your other 5x Squirrels remain unblocked (they do not need evasion for this to be true). Again combat damage is assigned, 7 damage to Toski and you decide to assign his one damage to one of the 1/1's. Meanwhile your 5x Squirrels assign damage to the opponent.

    The results of the assigned damage means that due to Druid's Call, you receive 7x more 1/1 Squirrel tokens, your opponents 1/1 that was assigned damage dies and you draw 5 cards for the 5 attacks that landed on your opponent from your Squirrel tokens.

    I hope that this clears things up.

    ~Funk Pirate.
    Posted in: Magic Rulings
  • posted a message on What if I copy a card in my hand?
    The trouble with this kind of card would be that you would be making it possible to cast a card (even if its just a copy of it) for an extremely low cost. Most copy spells cost 2-4 Mana, but with how (iam guessing here) your thinking of producing this spell could be busted.

    Though i think the wording you want may be this:

    HAND SPELL 2UU

    Sorcery

    As an additional cost to cast HAND SPELL, reveal an instant or sorcary card of cost 4 or less from your hand.

    HAND SPELL becomes a copy of the revealed Card.

    It could be something along these lines, though look at the wording for Village Rites for ideas.

    ~Funk Pirate
    Posted in: Custom Card Rulings
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