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  • posted a message on Attempt at a cycle of hybrid planeswalkers - Full cycle added
    Grist: The ultimate on Grist is avant garde (and that's a good thing), but it's too monotone to really capture the spirit of that. It's basically a cheap way to cycle powerful ETB/LTB effects. When you consider this, it becomes more cheesy and less artisan. Because of the stigma surrounding "a card in the graveyard is a resource", I feel like teams would push for the second ability to cost at least {-2} loyalty. The first ability is meh. I wish it had some kind of creepy crawly essence about it.


    Yeah probably the -1 should be a -2. The first ability basically gives you a body to sacrifice to the last ability.

    Oko: Something similar here in the potential of the first ability, especially in that it could be used for crafty things with copy creatures. The 'draw a card" effect however is a 'hold it right there mister' type of effect though. Despite the challenges, we should agree the gained effect shouldn't be this. Drawing cards is too powerful without actually costing you other cards or costing you turns. Players that will cycle things like Glen Elendra Archmage and Spellstutter Sprite gain infinite counterspells and lose all challenges on their side of the game. That's just crazy and chauvinistic. The second ability grants so much it would typically be in the vein of costing at least {-1} loyalty. Any time you're throwing around ward and protection effects, you're treading waters of pseudo-Time Walk effects. They net you or buy (or your resources) an entire extra turn. The ultimate is meh. Not improficient or malfunctional. It's just not much can be said about it. We all know how powerful it would be. It should probably be argued that the effect should take a more dynamic or limited form.


    Honestly I didn't saw the interaction with Glen Elendra Archmage and Spellstutter Sprite, probably due to the fact that i don't play modern. The card drawing is appropriate for the fact that you are losing tempo by renouncing to board presence that you'll need to pay mana for to re-cast later. However to avoid the lock with the above creatures i think that i will switch it to -1. The second ability is not that impactful outside of limited games and does nothing unless you have a creature in play (as the other ability).

    [quote from="ReapThaWhirlwind »" url="/forums/magic-fundamentals/custom-card-creation/829781-attempt-at-a-cycle-of-hybrid-planeswalkers?comment=5"]Dovin: It really feels like both the top and middle abilities would be {0} or {-1}. I honestly feel like at this cost (maybe just 1 more), you should be able to stun a single creature. I'm not arguing against it, but these two effects together makes it feel weird. The ultimate is really lacking creativity and wants to be some much more dynamic and interactive.


    Well i don't think the -1 can be considered an ultimate, its simply another ability as the first two.

    Sorin: Even at this cost, the draw a card effect should be another no-go. It disinvites challenge (especially for hard control decks that can gain immense board advantage) to be able to just draw free cards off something it was already doing. Control needs this to remain a challenge for it, to have to split their spell base between control spells and card drawing. The rest of the design here is just kinda blanche. They're useful effects sure, but I wish they captured more imagination with how they do what they're doing.


    Mhhh there is plenty of planeswalker that have a draw card effect on a + ability and none of those has ever caused any problem: Sorin, Grim Nemesis, Teferi, Temporal Pilgrim, Jace, Unraveler of Secrets,Ob Nixilis Reignited...
    Posted in: Custom Card Creation
  • posted a message on Attempt at a cycle of hybrid planeswalkers - Full cycle added
    Thanks for the feedback.

    Quote from rowanalpha »
    The challenge with hybrid is getting effects that fit in either mono-color. Overall, you actually found quite a bit of good crossover, but Grist being able to get back lands with his -1 isn't black, and the -2 breaks for black or green if you are searching the library or graveyard respectively.


    I think that black is able to recur to hand from the graveyard any type of card (even if less frequently than green) see deliver unto evil, however the -1 could also be perfectly fine as "return target creature". For the -2 ability i took inspiration from "fiend artisan".


    I also don't mind how splashable Oko is. He's not all that powerful, and frankly I think Kiora, Behemoth Beckoner (one of my all-time favorite cards) has him handily beat at uncommon. The +1 is niche (but a great build-around), the 0 has fairly limited utility, and the ultimate doesn't win the game for you. There's no need to make him weaker.

    I kinda wish Sorin was rebalanced to be a five drop rather than six. Partly because Kaya, Bane of the Dead was already the expensive one in the cycle.

    These are solid.


    With Oko i played very safe, probably i can change the 0 ability to a +1 and it should still be fine. Sorin is costly mainly because it's conceived as a control card, but i think that with some adjustments it can be turned into a five drop.

    More are incoming...
    Posted in: Custom Card Creation
  • posted a message on Attempt at a cycle of hybrid planeswalkers - Full cycle added
    I was tempted by the idea of making a cycle of hybrid rare planeswalker similarly to the ones made for war of the spark. The cycle is not finished yet, and i'll post them later as i compleat the cycle. By making this cycle i realized that there are some "shortcuts" that can be taken when making an hybrid card: expecially making tokens and granting a creature an ability shared by the two colors. So these ability will be appear more frequently.













    Edit. Added the full cycle.
    Posted in: Custom Card Creation
  • posted a message on White counterspells
    Counterspells are already in white's color pie (white is the secondary color for counterspells) expecially tax-like counters: Chancellor of the Annex, Valkmira, Protector's Shield, Frontline Medic, Mage's Attendant... So, while reprieve is certainly a big step up, it's not really something outside white's color pie.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Not-Alchemy Reezug
    Yeah i know those cards, but personally i don't like that type of effects; it can open up the door for cheating or you can simply forget the effect.

    AS for the matter of countering the triggered, wizard have already made such cards as lotus field that if countered are way more dangerous.
    Posted in: Custom Card Creation
  • posted a message on Not-Alchemy Reezug
    Don't know.. your effect is quite confusing... i think that the emblem is way more elegant; the Emblem is a constant reminder of what happens to a card with a miniature counter on it, in your case you have to always remember yourself which creatures are artifacts and are exiled upon leaving the battlefield.
    Posted in: Custom Card Creation
  • posted a message on Not-Alchemy Reezug
    Quote from rowanalpha »
    This is definitely a workable paper version of the effect. The perpetual on the original version is relevant so you cannot keep recurring and saccing the same card over and over, so you probably need to add a “exile if would go to graveyard” clause to the counter too


    Yeah, probably i can add the effect to the emblem. Something like this:

    Reezug, the Boneclobber 1B

    Legendary Creature - Spirit Artificer

    When Reezug enters the battlefield you get an emblem with: "Permanents you control with a miniature counter on them are artifacts. (They lose every other card type.) If a permanent with a miniature counter would leave the battlefield, exile it instead."

    T: You may cast target creature card from your graveyard this turn. If you do, it enters the battlefield with a miniature counter on it.
    Posted in: Custom Card Creation
  • posted a message on Not-Alchemy Reezug
    Quote from user_938036 »
    This card doesn't capture the point of the perpetually effect in that you can then blink the artifact to get the normal creature or another effect that would only work on a permanent on the battlefield.

    There's is no reason to generate an emblem. You also don't need the counter but it helps.

    t:You may cast target creature card from your graveyard this turn. If you do, its an artifact and enters the battlefield with a miniature counter on it. (It loses all other types.)


    The emblem is needed otherwise the drawback is simply bypassed by sacking reezug.

    Quote from user_938036 »
    A better representation would just exile and make a token copy that's an artifact. To avoid the above shenanigans.

    t: Exile target creature card from your graveyard. Make a copy of it, except its an artifact. You may cast the copy this turn.(It loses all other types.)


    This is another interesting take, though it needs to be worded differently, because if you create a copy it's created on the battlefield as a token, so you don't have to pay for its cost.
    Posted in: Custom Card Creation
  • posted a message on Not-Alchemy Reezug
    I really like Reezug, the Boneclobber, unfortunately it is a card designed specifically for being used only on MTG Arena, so i tried to make a variant that could be printed as a real card.

    Reezug, the Boneclobber 1B

    Legendary Creature - Spirit Artificer

    When Reezug enters the battlefield you get an emblem with: "Permanents you control with a miniature counter on them are artifacts. (They lose every other card type.)

    T: You may cast target creature card from your graveyard this turn. If you do, it enters the battlefield with a miniature counter on it.
    Posted in: Custom Card Creation
  • posted a message on Obsidian Threshold
    Well, actually was original designed as an enchantment, but i turned it into an artifact 'cause artifacts are usually easier to deal with. There is a lot more maindeckable artifact hate than enchantment hate.
    Posted in: Custom Card Creation
  • posted a message on Obsidian Threshold
    Obsidian Threshold 1BB

    Artifact

    You may cast spells from your graveyard. You can only spend mana from treasures to cast those spells. If a spell you cast would be put into your graveyard exile that card instead.

    or

    Obsidian Threshold 1BB

    Artifact

    You may cast spells from your graveyard. You can only spend mana from treasures to cast those spells. If a card would be put into your graveyard from anywhere exile that card instead.

    But maybe the second one is too limiting.
    Posted in: Custom Card Creation
  • posted a message on Obsidian Threshold
    Maybe something like this:

    Obsidian Threshold 1BB

    Artifact

    You may cast spells from your graveyard. You can only spend mana from treasures to cast those spells. If a card would be put into your graveyard from anywhere this turn, exile that card instead.
    Posted in: Custom Card Creation
  • posted a message on Obsidian Threshold
    So is better to stick to the old yawgmoth's will exile clause?
    Posted in: Custom Card Creation
  • posted a message on Obsidian Threshold
    Is it not enough that a spell cast this way is exiled? Does it need to exile also the cards put in the graveyard before? Also, from how it's worded, I don't think that lotus petal can be cast from the GY as you can't spend mana from treasures to cast it.
    Posted in: Custom Card Creation
  • posted a message on Obsidian Threshold
    Obsidian Threshold 2B

    Artifact

    You may cast spells from your graveyard. You can only spend mana from treasures to cast those spells. If a spell cast this way would be put into your graveyard exile it instead.

    Ok, i know i'm diving into broken territory. What's the right cost for this effect? I made it cost 3 to mimic Yawgmoth's Will. Is it correct to limit the effect to one per turn?
    Posted in: Custom Card Creation
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