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  • posted a message on Manifest Planeswalker for Commander
    Fazedoun, the Manifestation 2UBG
    Legendary Planeswalker - Fazedoun
    Whenever a facedown creature you control attacks, put a loyalty counter on Fazedoun.
    0: Mill three cards, then manifest up to one card from your graveyard.
    0: Facedown creatures you control get +2/+1 until end of turn.
    -10: Manifest the top ten cards of each opponent's library.
    Fazedoun, the Manifestation can be your commander.
    Loyalty - 5

    VERSION 2

    Fazedoun, the Manifestation 2UBG
    Legendary Planeswalker - Fazedoun
    Whenever a facedown creature you control attacks, put a loyalty counter on Fazedoun.
    0: Look at the top three cards of your library. Manifest one of them, then put the rest into your graveyard.
    -1: Facedown creatures you control get +2/+1 until end of turn.
    -10: Manifest the top ten cards of each opponent's library.
    Fazedoun, the Manifestation can be your commander.
    Loyalty - 5

    VERSION 3

    Fazedoun, the Manifestation 2UBG
    Legendary Planeswalker - Fazedoun
    Whenever a facedown creature you control attacks, put a loyalty counter on Fazedoun.
    -1: Look at the top three cards of your library. Manifest one of them, then put the rest into your graveyard.
    -3: Facedown creatures you control get +2/+2 and gain trample and flying until end of turn.
    -10: Manifest the top ten cards of each opponent's library.
    Fazedoun, the Manifestation can be your commander.
    Loyalty - 5
    Posted in: Custom Card Creation
  • posted a message on Villainous (Reverse Heroic)
    Quote from rowanalpha »
    The challenge with this mechanic vs Heroic is that it doesn't encourage much variation in play patterns. More often than not, you're already gaining an advantage by targeting your opponents/their permanents because you're using removal to do so, so this is "extra bonus". Heroic encouraged play of things like auras and multi target spells on specific creatures where this rewards you for something you already wanted to do anyway, making it more akin to landfall than heroic. That's not to say it can't work as a mechanic, just that the environment it is in will determine a lot about it.

    The biggest strike against this is its over broadness. Heroic only affected the creature with heroic, where this triggers with targeting your opponent or anything they control. I'd hone it in to either be an opponent or an opponents creatures, so that it can be more focused and will be easier build effects around.

    I was thinking I could also narrow the output of the effect. Less buffs/ boons, keep it strictly things that harm the opponent. I also think it plays better when, over all, it isn't as aggressively costed as Heroic, since all of the villains can trigger off ofna single spell.

    Limiting it to only targeting an opponent or their creatures really drops the number of things it can trigger off of for limited. I could test all three, but I amnot sure I can put enough support in limited for it and heroic.

    I do kind of like how Heroic requires one to put more effort and risk in than Villainous. Villains always take the easy way, instead of the right way.
    Posted in: Custom Card Creation
  • posted a message on Villainous (Reverse Heroic)
    Quote from user_938036 »
    Its viable and interesting design space. Though like most mechanics you want to limit it certain colors. For which that's a big question but green is probably a bad color for it simply due to lack of viable methods ot triggering it.

    I was thinking about focusing it in Grixis colors, and having GW only get it to fill cycles.

    Edit - Green does get Naturalize effects, Plummet effects, fight, and even pump spells in a pinch. Still, I am probably giving villainous mostly to Grixis, and keeping Heroic mostly in Naya.
    Posted in: Custom Card Creation
  • posted a message on Villainous (Reverse Heroic)
    Been toying with a comic book, superhero type set, and wasn't sure if this was valid design space.

    The Self Righteous Badguy 3WW
    Creature - Human Noble (R)
    Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, exile target creature an opponent controls until The Self Righteous Badguy leaves the battlefield.
    4/4

    The Evil Genius 1UU
    Legendary Creature - Vedalken Artificer (R)
    Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, scry 1. If you control 2 or more artifacts, draw a card instead.
    2/3

    The Really Badguy 2BB
    Legendary Creature - Human Warlock (R)
    Menace
    Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, each opponent discards a card.
    4/3

    The Rage-aholic RR
    Legendary Creature - Orc Barbarian (R)
    Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, creatures you control gain haste until end of turn. If this ability has triggered three or more times this turn, creatures you control gain doublestrike until end of turn as well.
    2/2

    The Hippie Baddie 4GG
    Legendary Creature - Human Druid (R)
    Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, create a 4/4 green avatar creature token.
    6/5
    Posted in: Custom Card Creation
  • posted a message on Nightmare Seeker
    It's neat for a silver border card
    Posted in: Custom Card Creation
  • posted a message on Red storm cards
    I don't really like Fevered Excavation. It's pretty much useless outside of ritual/ infinite mana storm decks, but it's insanely broken in those decks. The fact that it makes you pay for the spells doesn't really balance it at all. Nor does the Exile cost, because you can still play a faithless looting from your graveyard and put two new cards in there.

    A fixed version may not even be possible. It should self exile, and have the Yawg's Will drawback tacked on at the very least. But it would still be broken for one deck (that is already broken) and completely unplayable elsewhere.
    Posted in: Custom Card Creation
  • posted a message on Mutate Design Space
    Feels like a more restrictive way to use mutate. Like user_938036 mentioned, these sort of designs would work well as a couple cards, but in high volume they sort of actively fight against what mutate wants to do.

    Personally, I'd like to see more things that trigger whenever any creature you control mutates, to change the battle cruiser style game play up a little bit. Really wish Mutate combined the power/ toughness of the mutated creatures.
    Posted in: Custom Card Creation
  • posted a message on Crippling Doubts — Ætherclasm — Relentless Void
    Crippling Doubts should cost 3WW, maybe 2WWU. 100% not a monoblue card. As is, it's a better Wrath of God.

    Ætherclasm should cost at least 4. It doesn't compare well to Pyroclasm, since there is no way to regenerate/ indestructible it away. It also can hit power or toughness, not just toughness.

    Relentless Void is yet another white card with a blue mana cost. It would be much cleaner to just restrict the targeting to opponent's creatures. It's not often you'd want to use it on your own creature anyways.
    Posted in: Custom Card Creation
  • posted a message on Martyr's Bargain
    This is the kind of draw white should get: overcosted as a draw spell, but perfectly costed as a defensive spell.
    Posted in: Custom Card Creation
  • posted a message on [STX] Jadzi, Oracle of Arcavios // Journey to the Oracle— r/magicTCG preview
    Quote from Ryperior74 »
    Really tempted to throw this in my friends' Omnath, Locus of Creation deck for EDH / Commander. Apparently MTGGoldfish and TCGPlayer has this listed on pre-order for $50 where as Card Kingdom has it going for $12.


    Never preorder anything at this ludicrous price tags.

    If its a single digit $ , sure go ahead, but anything over that, is guaranteed to go down, unless its a all-format all-star.


    one accept to that rule though Vorinclex, Monstrous Raider is around a average of 44$ but clearly the only playable format is commander due to the other formats opponents can infinite off vorinclex with persist/undying and other cards

    it's only that ridiculous price tag because of standard so if exspensive due to standard wait for rotation or banning for those types of prices if playable in standard same thing happened with the scarab god price tag

    Worrying about what your opponents might play vs what you definitely play isn't really a winning strategy.
    Posted in: The Rumor Mill
  • posted a message on {STX] Reject - Jim Davis
    Quote from Mystic_X »
    Basically, the early answer to both Uro and Oko!
    Nice. With all the new removal and sideboard options now, is it time to unban both?!
    If not, why?

    End ARCHTYPE CENSORSHIP (discrimination) AND SUPPORT FREE DECK BUILDING (equality)
    Consumers who bought recent cards specifically printed for new formats should be able to use them all, no exceptions.
    Otherwise, it amounts to a bait and switch by WoTC

    People can use their cards as much as they want on kitchen counters.
    Posted in: The Rumor Mill
  • posted a message on [STX] Tempted by the Oriq— The Command Zone preview
    Oooh, I don't even need to mill 8 of your cards first. I like it
    Posted in: The Rumor Mill
  • posted a message on [STX] Beledros Witherbloom— StarCityGames preview
    Meh, feels very win more. Any "degenerate" combos are easier to do with better cards.
    Posted in: The Rumor Mill
  • posted a message on [STX] Blot out the Sky -- Thoralf Severin
    Seems pretty meh. At least Martial Coup gave them a 1 turn clock to manage it. Often times, this will just make a bunch of fodder that will be too little, to late. Most of the noncreature permanents that see play right now provide immediate value, so spending 8 mana to remove them is usually sort of pointless.
    Posted in: The Rumor Mill
  • posted a message on [STX] Mascot Exhibition— Miguel Simoes preview
    Quote from Werewolf_Rawr »
    Quote from Werewolf_Rawr »
    The set's mythics aren't game breaking staples. This is a good thing. Why are you folks always upset at the rare situation that the lowest supply cards aren't the most powerful?

    This is good for the game.


    No it isn't. One thing is not breaking the game, one thing is being garbage. rowdy crew isn't good for the game.
    We already have a vanilla mythic in this set. But that's a 50/50 vanilla at least. This one is 9/7 worthy of stats for 7. That's it.


    You're wrong. At worst, you can say that Rowdy Crew is inconsequential. Same goes that this card being "bad" is inconsequential. But, when the mythics are pushed that is bad for the game. Erring on this side of things is actually GOOD for the game.

    This card (and Rowdy Crew for that matter) can be played somewhere - maybe it's just completely casual table-top stuff - but it can be done. They don't have to be and thus their supply and demand stay in line. Low supply, low demand, no problem. When mythics are pushed the supply is nearly as low as it can be and the demand is high and that doesn't make sense for cardboard.

    All that being said, Mascot Exhibition is colorless and can be easily tutored up without spending a card to do it. It's unique to Bestial Menace in that respect.

    We will never agree. But I despise the notion that mythics need be great cards - heck, they don't even need to be good cards.

    Quote from NeedAMedic »

    You're equating two different problems.

    If all of the good, strong, playable cards are at mythic, the game becomes very expensive to keep up with, which is an issue. This was fairly prevalent from Alara through Rise of the Eldrazi.

    But when next to none of the mythics are strong, playable staples, the value of a box is depreciated to the point of not worth the gamble. It also inflates the price of the few remotely playable mythics.

    This set is good about spreading power across rarities. That first problem is not an issue.

    But there aren't, so far, enough good mythics for them to meaningfully add value to the set. This is a real issue. Especially in a set with weak cycles at rare, even the duals won't add more than a couple bucks to your box haul.


    If the problem is that the mythics are not keeping the value of a box at a certain level then we disagree in that I don't view it as a problem. It's been a very long time since I saw buying sealed product as an opportunity to turn a profit. With the way Wizards has moved the collectability aspect of the game to unique variants of cards, collectors editions and supplemental products, it would seem that the core concept is to keep the typical booster box for a set at a low cost - to keep them as accessible game pieces. The standard booster boxes have more of an emphasis on the playability of limited.

    In this kind of environment, there is no need for powerful mythics to maintain the value of a booster box. They can act as unique, fun cards.


    If booster boxes aren't worth opening, the supply still stays low. If only the alternate arts retain value, the vast majority of cards opened are more worthless than normal.

    Opening boxes is obviously not supposed to be an investment. But it should be worth something at least. Even in limited it feels bad to pass bad mythics in favor of good commons.

    Look at Avacyn Restored. Is Craterhoof Behemoth really a $70 card, or was it just the victim of being in a set with weak mythics?

    Edit: With this card in particular, it's not just that it's a bad mythic. It's a bad mythic that is boring and a flavor fail. It does nothing unique or exciting. If we are going to receive bad mythics, I prefer them to be more like Moraug, Fury of Akoum and less like Bestial Menace with a narrow tutorability for limited built in
    Posted in: The Rumor Mill
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