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Magic Market Index for March 16th 2018
All Sets Are Good: Saviors of Kamigawa
Dominaria Spoiler Digest - Who's Who and What's What from the Release Notes
  • posted a message on MARCH 19TH, 2018
    Votes: void_nothing, soramaro

    Audit 1U
    Instant (Uncommon)
    Choose one —
    • Counter target spell unless its controller pays 1.
    • Target spell can't be countered unless any player pays 1.
    Posted in: Custom Card Contests and Games
  • posted a message on March MCC Round 2 - The Stages of Life - Youth

    Tinkering Child UR
    Creature - Human Artificer (C)
    T: Draw a card, then discard a card. If an artifact card was discarded this way, Tinkering Child deals 1 damage to each player.
    Her earliest experiments had a tendency to blow up.

    First Invention 2U
    Sorcery (U)
    If you control no artifacts, search your library for an artifact card with converted mana cost 2 or less and put it onto the battlefield, then shuffle your library.
    Hoverboard Daredevil 2UR
    Creature - Human Artificer (U)
    2, Sacrifice an artifact: Up to two target creatures must attack this turn if able.
    She had so much potential. Now, she wastes it on pointless theatrics.

    Design .:.
    (1,5/3) Appeal: Timmy, no, not a Timmy-card. Johnny though likes all sac outlets. While this card might not be for constructed-Spike, I can imagine them picking this in limited as often as possible.
    (3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.

    Development .:.
    (3/3) Viability: The colors are fine, the rarity as well.
    (3/3) Balance: The card seems fine for an uncommon. With its low thoughness this creature naturally can be dealt with more easily. Usually there are several cards at common in any environment that remove small creatures. The ability is strong and good for breaking stale boards. Combined with a flying creature to me personally it looks not as necessary but there are creatures with a similiar combination of evasion and goad effect, e.g. Shipwreck Singer . So it's there to to attack and to clear the way for your ground troops. An effect I could even see used in an artifact EDH deck.

    Creativity .:.
    (2,5/3) Uniqueness: While we know goading creatures in general this effect on an artificer is certainly new.
    (3/3) Flavor: I like the flavor. In a vacuum it's some kind of rowdy breaking stuff, making the grown ups angry. Seeing the somewhat genius child to grow older having and causing problems is a classic trope.

    Polish .:.
    (2,5/3) Quality: Forcing creatures to attack just reads "Up to two target creatures attack this turn if able." It's when you force players to attack someone that you insert the word must. Though there's just really one example in Trove of Temptation. Interestingly it is "this creature must be blocked" on the other side. A difference I was not aware of until now. No other flaws detected.
    (2/2) *Main Challenge: Main challenge satisfied!
    (1/2) Subchallenges: The card is uncommon, subchallenge 2 therefore is satisfied. What I can't see is how the life changing event of inventing something for the first time directly leads to daredevilish behaviour. If I had to guess, the next step after the first invention is fame or access to better education, awards or a stipend. Maybe the hoverboard was the thing invented, but the connection is not apparent enough, not for me at least. Therefore I say that the first sub challenge was not satisfied.

    Total: 21,5/25
    *An entry with 0 points here is subject to disqualification.

    Scrap Driller RG
    Creature - Human (R)
    T: Put the top card of your library onto the battlefield. It’s a land instead of it’s other types and has “T: Add C or one mana of any of this card’s colors to your mana pool.” Sacrifice it at the end of turn.

    Ancient Automaton 4
    Artifact Creature - Construct (C)
    When Ancient Automaton dies, return it to the battlefield transformed under your control attached to up to one target creature you control.
    The find of a lifetime...
    Steered Combat Armor
    Artifact - Equipment
    Equipped creature gets +3/+3.
    Equip 5
    ...and a lifetime of purpose.
    Rookie Steerer RW
    Creature - Human Pilot (U)
    When Rookie Steerer enters the battlefield, you may search your library for a Vehicle card, reveal it, then shuffle your library and put that card on top of it.
    As long as Rookie Steerer isn't attacking, it gets +3/+0.
    "Drilling for scrabs isn't anyone's destiny. Mine is fighting for freedom! Well, as long as my machine is with me, at any rate."

    Design .:.
    (1,5/3) Appeal: A really good defender doesn't impress Timmy, a really good crewer might. For Johnny it's not interesting enough. But Spike might like a two mana tutor very much.
    (2/3) Elegance: The card is easy to understand. But I think it could be more elegant. The intention behind the non-attacking power buff is most likely to show how good this kid is at being a pilo, crewing vehicles. Yet it appears more like they is a really good defending combatant without the need for equipment of any sort. To fix this I'd suggest something like "This gets +3/+0 while crewing." or "This can crew vehicles as though it had a power of 5." This would also help making the creature type more plausible. So far being a pilot indicates a special interaction by crewing, something non-pilots don't have.

    Development .:.
    (1,5/3) Viability: Pilots and the vehicle theme is red and white, so far so good, e.g. Veteran Motorist. Yet the only card to directly tutor for vehicles is mono blue, that's Deadeye Quartermaster. But, despite blue being the color currently allowed to directly tutor for any artifact, both red and white are allowed to tutor for equipment. Because both colors already care for equipment. So while the only card to tutor for vehicles is blue, it is not hard to imagine white or red getting the same effect. The chosen rarity might be problematic. The aforementioned Quartermaster is a 4CMC card tutoring the vehicle into hand. Here it's a 2CMC card putting the vehicle on top of the library, with the upside of also being able to crew each but one existing vehicle.
    (2,5/3) Balance: I don't know if and if so what the vehicle decks are lacking. Looking at current lists I don't think this card is needed to make the decks more competitive. The main vehicles, Heart of Kiran and Aethersphere Harvester don't need a super crewer and while the existing creatures can't tutor they deliver very aggressive abilites this one doesn't. It certinaly is an option to play around with. What I can say is that it's probably very good in limited and also a nice addition to vehicle themed EDH.

    Creativity .:.
    (2,5/3) Uniqueness: There's only one other card that features the words "isn't attacking" in that order and it has a somewhat different effect.
    (2,5/3) Flavor: This tells a nice story. The card pair from the first round already did that very well. It loosely reminds me of Anaking in Star Wars, with a mech armor instead of a racer. Besides that, as already mentioned, this kid is absurdly good a crewing vehicles. Not only that, the kid's also very good at finding vehicles or getting them ready to fight. Good old Veteran Motorist can't believe what rookies are able to achieve these days.

    Polish .:.
    (3/3) Quality: No flaws detected.
    (2/2) *Main Challenge: Main challenge satisfied!
    (2/2) Subchallenges: Both subchallenges satisfied!

    Total: 19,5/25
    *An entry with 0 points here is subject to disqualification.
    Stala, Wunderkind Pilot 1RW
    Legendary Creature - Dwarf Pilot (R)
    When Stala, Wunderkind Pilot enters the battlefield you may cast a vehicle card with converted mana cost 3 or less from your hand without paying its mana cost.
    Whenever Stala, Wunderkind Pilot crews a Vehicle, that Vehicle gains protection from nonartifact creatures until end of turn.

    Trainee's Sphere 3
    Artifact - Vehicle (C)
    Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
    The average trainee completes the sphere course by thirteen years of age. Stala lapped the average trainee at seven.
    Stala's Machinations 3RW
    Enchantment (U)
    When Stala's Machinations enters the battlefield you may search your library for a vehicle card with converted mana cost 3 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
    Whenever you cast a vehicle spell for the first time each turn, create an X/X colorless Construct artifact creature token, where X is equal to the crew number of that vehicle.
    "Why pilot one sphere when I can pilot all the spheres?"

    Design .:.
    (2,5/3) Appeal: Both Timmy and Johnny like the first real way to abuse Consulate Dreadnought and other vehicles. Comparing this to Metallurgic Summonings I think it might be a Spike card.
    (2/3) Elegance: It's somewhat easy to understand but not very elegant. Also flavorfully I think it would make more sense if a vehicle entering the battlefield would cause you to get a token. Having your spell countered and still getting the construct that was supposed to crew the vehicle feels weird.

    Development .:.
    (1,5/3) Viability: I don't want to directly repeat what I wrote for doomfish, but it's a similar situation here. Both regarding the colors and the rarity. In short, like tutoring for Equipment, tutoring for Vehicles is probably something red and white can naturally do, but so far haven't. Power level and complexity wise I find it even more pushed. Without the tutoring it may be fine. Both combined is just a very strong one card package.
    (1,5/3) Balance: As a whole this is a strong build around card. I find it pushed at uncommon, for limited alone, and think it's a constructed worthy card. Vehicles that already are good on their own become better. But good vehicle deck usually tend to be more aggressive. This would make for a more mid-range to late-game or controlling vehicle deck. As a rare this card could be interesting without being format warping.

    Creativity .:.
    (3/3) Uniqueness: The card's certainly unique and fresh.
    (2/3) Flavor: I like the idea of Stala getting better at piloting the spheres. Being a wunderkind it makes a lot of sense. Yet I think the execution here makes her an artificer rather than a pilot. As it is strongly implied that shes's a good pilot I find it weird that additionally she starts buildings robots, showing skills in an additional area.

    Polish .:.
    (1,5/3) Quality: Comma after battlefield is missing. Vehicle, like all sub types, is written with a capital V in the rules text. Further it should be "Whenever you cast your first Vehicle spell each turn," e.g. Rashmi, Eternities Crafter. And "equal to" is only used in characteristing defining abilites that are written with a * instead of an X, e.g. Treefolk Seedlings, and when defining alternate costs, e.g. Past in Flames. Simply cut it and the wording is correct.
    (2/2) *Main Challenge: Main challenge satisfied!
    (2/2) Subchallenges: Bot subchallenges satisfied!

    Total: 18/25
    *An entry with 0 points here is subject to disqualification.
    Posted in: Custom Card Contests and Games
  • posted a message on MARCH 18TH, 2018
    Votes: void_nothing, rkohn1357

    Scion of Emrakul 7
    Legendary Creature — Eldrazi Avatar (Mythic)
    Eminence — During each of your turns, as long as Scion of Emrakul is in the command zone or on the battlefield, you may cast one card of each card type as though it had emerge. Its emerge cost is XBGU, where X is its converted mana cost plus 2 for each time it's been cast from your command zone this game.
    When you cast Scion of Emrakul, you may cast cards from your opponents graveyards this turn. If a card cast this way would be put into a graveyard this turn, exile it instead.
    Posted in: Custom Card Contests and Games
  • posted a message on MARCH 17TH, 2018
    Votes: Subject16, Indighost

    Moon's Shadow U
    Instant (Rare)
    Choose a basic land type. Until your next turn, nonbasic lands are the chosen type and lose all other abilies.
    Draw a card.
    Posted in: Custom Card Contests and Games
  • posted a message on MARCH 16TH, 2018
    Votes: |Katamari|, void_nothing

    Steam Hammer 3
    Artifact — Equipment (Uncommon)
    Whenever equipped creature deals lethal combat damage to a creature, it deals that much damage to that creature's controller.
    Equip 3
    Posted in: Custom Card Contests and Games
  • posted a message on MARCH 15TH, 2018
    Votes: netn10, void_nothing

    Prolific Cobra 1G
    Creature — Snake Mutant (Uncommon)
    Whenever you put one or more counters on a non-Snake permanent you control, put a +1/+1 counter on Prolific Cobra.
    Posted in: Custom Card Contests and Games
  • posted a message on MARCH 14TH, 2018
    Votes: netn10, rkohn1357

    Benign Rootcaster GGG
    Creature — Treefolk Shaman (Rare)
    T: Put a root counter on target Treefolk you control. It becomes a colorless Forest land.
    "Back to the roots."
    Posted in: Custom Card Contests and Games
  • posted a message on Masters 25 boxes not properly randomized?
    There seems to be a store in London that opened up 8 boxes to eventually find out that they have no issues, video. Is it all variance after all? Likely?

    Wouldn't it be pretty ironic, if overreacting consumers were the ones hurting consumer confidence.
    Posted in: The Rumor Mill
  • posted a message on Masters 25
    So apparently on WotC's official reddit page and 4chan they're deleting posts/threads that link to Rudy's box openings of Masters 25 that he already pre-ordered. Each of the two boxes were nearly identical except for Jace, the Mind Sculptor in place of Mikokoro, Center of the Sea in the second box. My guess as to why they took the link to Rudy's video down was because they were afraid that nobody would buy Masters 25 If they found out that none of the boxes were randomized properly.

    Or you could instead link to the thread you can access in this very moment.
    Posted in: The Rumor Mill
  • posted a message on [Daily Card Contest] DCC Discussion Thread
    Quote from |Katamari| »
    Homarid Pouncer XUG
    Creature - Homarid Beast
    Evolve, Graft
    Converge — ~ enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.

    I have always liked Arcbound Wanderer for how it's worded. Here it's the same or at least very similar situaton. You need a number for Graft and you can use Converge as the function that gives you that number. So:

    Graft—Converge (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
    Posted in: Custom Card Contests and Games
  • posted a message on MARCH 13TH, 2018
    Votes: rkohn1357, netn10

    Biomancer's Allocations 4UG
    Sorcery (Rare)
    Biomancer's Allocations costs 1 less to cast for each kind of counter among permanents.
    For each kind of counter, redistribute any number of total numbers of counters of that kind on permanents that have at least one counter of that kind. (For example, if there is one +1/+1 counter on an artifact creature and four +1/+1 counters on another creature, you can redistribute the counters in a way that the artifact creature ends up with four +1/+1 counters and the other creature with one +1/+1 counter.)
    Posted in: Custom Card Contests and Games
  • posted a message on Phyrexian Scriptures .:. The Look of Sagas
    The artist did provide a higer res image on his twitter.
    It's also on art station.
    Posted in: The Rumor Mill
  • posted a message on Phyrexian Scriptures .:. The Look of Sagas
    I have no idea who that is, but Mark Winters on twitter says that, "Each Saga will look very unique from each other. The art styles vary wildly."
    Edit: he's an artist involved in Magic, of course Shocked
    Posted in: The Rumor Mill
  • posted a message on Phyrexian Scriptures .:. The Look of Sagas
    • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
    • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
    • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
    • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
    • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
    • If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
    • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.

    Quote from Mark Winters »
    Each Saga will look very unique from each other. The art styles vary wildly.

    The watermark could be smaller. Other than that I quite like it. Doesn't look as disconnected as Aftermath cards did at first glance.

    edit: All sagas looking different from each other I find a worrysome idea. Let's wait and see. Oh, the art styles look different, not the frames, that's what I thought. Even more curious ...
    Posted in: The Rumor Mill
  • posted a message on Brillo Pad
    I honestly don't get it. How can a thing you instruct players to do or make not be part of the game? Anything you instruct players to do or make is part of the game, isn't it? I'd say that your counters are part of the game in the same way poison counters on players are part of the game. You don't put a physical poison counter on a player. But you want to count something and to keep track of it you use counters. In that they are a memory aid that can be flavoured in different ways. If you keep track of countable events in the game on a card, besides a card on the table, or written on a piece of paper makes no difference for the course of the game itself. It's just for the players convenience to put counters on cards where it's possible, to make the state of the game as clear as possible at any time. Even if you don't tell the player to put their crescendo counters (named it) on the cards I assume that they will naturally do so. As I understand it, what you are trying to get to with your wording game wise only matters in combination with a tiny sub set of cards that mess with counters on permanents and I personally don't think that it's worth it compared to the inconvenience it adds.

    Also I don't get why this exact topic has to be brought up again if nothing's changed since the last time. From other comments I get the impression that you are not generally a troll.
    Posted in: Custom Card Creation
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