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  • posted a message on [magic three]one card
    ~ :3mana::symb:
    Creature - Wizard
    Intimidate (Fear - can only be blacked by creatures that share a color with it or artis)
    Flowburst - Target creatures become the color of your choice for each blue mana spent to play ~ (this effect doesn't end at the end of the turn).
    3/3

    Well first, Intimidate is not "fear" as the color of the card can change the ability aswell.

    And your use of "Flowburst" here is really different than from your spells.

    You can still use Manaburst, which means this card would simply be black/blue , and you could extend the cards to reflect this template, which means its just 1 mechanic, like landfall is used to trigger very different things on permanents and give spells a kicker.

    Just avoid it to use 5 different names for a mechanic that does the same, just for different colors.

    Intimidate reflects this problem aswell, as you might need "fear" in more color combinations, and its just stupid to make a "Fear" version for every color if you can simply make it possible for everything with a singel mechanic.

    Most important is that a set should not have too much mechanics, it should be based around 1 or 2 , Ravnica for example had a mechanic for every guild, which made it more complex, and theirs still "too much" stuff that has not been done in Ravnica, as the mechancis could fill like 10 blocks in combination potential.

    Shards of Alara makes it different, it combines the Shards and mechanics slightly in Reborn, which prevents the introduction of "new" mechanics as you still have potential in the old.


    Ok, next parts of your card:

    ~ :3mana::symb:
    Creature - Wizard
    Intimidate (Fear - can only be blacked by creatures that share a color with it or artis)
    Flowburst - Target creatures become the color of your choice for each spent to play ~ (this effect doesn't end at the end of the turn).
    3/3

    Using only "wizard" is strange, it has to have a race type to make sence (as every card is updated with a race type, only Arcanis can be only a wizard, as the flavour text makes it possible, nobody "knows" what race he is).

    The card has problems

    ~ :3mana::symb:
    Creature - Zombie, Wizard
    Intimidate
    :symu:: Target creature becomes blue until end of turn.
    2/2

    Important are the problems related to the Flowburst mechanic as you use it here, and the fact that a "color change" that doesnt end is not fun as peops just forget about it, and so avoid it if its not needed.

    The card works pretty similiar to your version, ofcourse its not the same, but it does more or less the same job (just a little more, as you can use the mechanic at your will, and not forever).

    Powerwise i would aim for a 2/2 for 3B that has an ability, as a Hill Giant with 2 extra abilities is too good for black in Limited (aiming for "common").

    Its allready like a Phantom Warrior thats easier to cast and has the color changing ability as an extra.

    And keep in mind that Phantom Warrior is a potent card in every limited format (as its super evasion) and "Unblockable" cards tend to be uncommon as its annoying if you have too much of them to totally avoid combat (a problem shadow produced in the past).
    Posted in: Custom Card Creation
  • posted a message on [magic one]surge of flame
    Beside the fact that this kind of card "allways" gives Storm decks or boost something stupid big turn 1-3.

    Its just what the All in Red decks do, mana ritual to a Turn 1 Deus or into an Empty the Warrens (and thanks god we have other "more" stupid combos in Extended).


    Your concept is what "Deconstruct" does, but its something that doesnt turn out to be cool or something.

    If you want that peops storm this cards into another, than theirs other stuff to do it.

    Suspend is among the "coolest" things in the past, which made it a clever play to get your spells in a turn, and it even made cards more intresting in Limited.


    And a mechanic really should not be named different for each color.

    If you want it just template it that it works for each color as 1 mechanic.

    Manaburst (Add mana of any combination of mana of this cards color to your mana pool equal to the amount of colored mana of this cards color used to cast it).

    This template allows the mechanic to be used as 1 name, for all colors and even multicolored cards, and it shows that the mechanic is somehow overly complicated, as "too much" of this cards get quite insane.

    In the end its even a little form of "affinity" , as the spell becomes cheaper if you pay more mana of the color it asks for (even Flame Javelin and the hybrid used something thats somehow similiar).


    The execution must be "fair" , if each cards turns out to be 0 mana or even produces mana you get a problem like the Urzas Sage cards with Untap (Palynchron etc.).


    Manarituals in general are kinda special, as the only thing they do is accelerate, and normally this means its some form of combo , and if the ritual is too cheap it makes the game more and more imbalanced as the speed the ritual grants you is just too much (see Dark Ritual, Rites of Flame etc.).


    Surge of Flame :symr::symr:
    Instant
    Add red mana to your mana pool for each spell casted this turn.

    So as the card is so much about storm, it could even use this wording for a similiar mana boost, or even :

    Surge of Flame :symr::symr:
    Instant
    Storm
    Add red mana to your mana pool.

    Both produce a lot of mana in the deck that can ramp storm up, and they get stronger in multiples, pretty much what Rite of Flame does, just more insane if the storm adds up (but you need at least 2 more copies to make mana).




    In the terms of manacost, it gets complex in detail.

    Ofcourse a 2/3 for GG is stronger in Mono Green, but a deck that plays 2 colors or even 3 won't get it down on turn 2 often enough, so the potential 2/2 for 1G might be superior to it.

    And in the end it matters even more what the format offers. If the 3 thoughness makes no huge difference in the format, than the 2/2 would be better in pretty much every case (say we have a lot of 3/1, 3/2 what ever creatures).
    A funny thing for exmaple is the "morph" mechanic, which drastical increases the 2/2 size of creatures, and this makes all 3 thoughness a lot stronger.


    Its a basic about magic that more colored mana allways means the card must be deeper in the color, and theirs not much decks in Limited that can play "mono" colored, pretty much allways you have at least a splash for a other colors, and theirs even sets that take a special look at multi color, or sets like Mirrodin which go even more ways, as it has Sunburst for multicolor, Affinity for Basic lands for mono colored, Affinity for Artifacts for colorless and even combinations of them, together with Whites Equipment love, and red/green as the hate colors against artifacts (which made Mirrodin a giant success in the "theme" of Limited, as it offers so much possibilities to combine the colors, a big opposite to Shards of Alara or Zendikar, were you have pretty "fixed" color combinations and themes that don't combine well).
    Posted in: Custom Card Creation
  • posted a message on [magic one]equitable distribution
    Well thats even more than i am used to write.

    But ok, just a singel card.

    Better use "text form" for discussions.


    The card itself is simply too cheap.

    Balance is among the most imbalanced cards (ironically) as its WAY to cheap to grant a Wrath of God, a land destruction and even discard in one package.

    The balance cards are not bad actual, even the new ones they printed, Balancing Act produced constructed decks with the Sacrifice lands (and than play your Terravore) , right now its just that theirs simply better stuff that does similiar things (even if its Devastating Dreams, which is pretty much the same you want, Armageddon and Wrath in one).


    While your card is really a "reversed" balance you get pretty the opposite problem.

    Instead of killing anything, you will abuse the effect to tutor stuff from your deck.

    Squandered Resources was used to sacrifice your lands and tutor them up with a Natural Balance.

    The result is just a combo deck.


    Your white card has another problem.

    If you force your opponent to "search" they can simply fail to find something, no matter if theirs something in your library.

    Solution for that is to "reveal the library" and let them "choose" cards, as thats the only way to make the Library a visible source.
    Posted in: Custom Card Creation
  • posted a message on Tricolor creatures
    Raging Storm-Spirit :symw::symr::symg:
    Creature - Elemental Spirit
    Flash
    When ~ enters the battlefield target creature gains first strike untill end of turn
    3/3

    I would make it target a creature to give the bonus, just that it gains something extra.

    I allways hated the combination of flash + haste, ofcourse it adds value like pretty much any positive ability, but it feels not needed.

    The creature is nice if it grants the first strike, you will get a trick from it either by blocking or on the offence.

    Viscous Sky-Spirit :symb::symu::symg:
    Creature - Ooze Spirit
    Flying
    (B/G): Regenerate ~.
    :symb::symu::symg:: Put a +1/+1 counter on target creature and it gains "As long as this has a +1/+1 counter on it, it loses flying".
    2/2

    The idea to make creatures in "slime" and lose flying isnt bad, but i would avoid "special" counters whenever possible, as a set doesnt want multiple types of counters, and you pretty much allways have some +1/+1 counters

    The flying on the creature is needed with the name. Regeneration fits in green and black, the colorless activation cost looks super strange on this multicolored card.

    The blocked/blocks thing is something that semi bad aswell, as this kind of trigger simply doesnt trigger in 90% of the time, as your opponent avoids the to block this thing and they won't attack into it, especially as it has regeneration aswell.

    The 4 thoughness on this regeneration body is tough aswell.

    So maybe it works out if it gets more into the Simic idea, that the "slime" makes the creature stronger like Graft.

    You put slime on something and it becomes unable to fly with that, but becomes stronger.

    This change makes the card a lot more flexibly for the player to force the big creatures to the ground, and have options to use it on your own guys aswell.

    Frenzied Predator-Spirit :symb::symr::symg:
    Creature - Beast Spirit
    Haste Trample
    G: ~ gets +1/+1 until end of turn
    at the end of turn sacrifice ~
    Unearth :symb::symr::symg:
    4/1

    Well the Hellspark is pretty much "mono red" burn, it does a good job at it.
    Yours here is a Jund card, and hits pretty hard multiple times.

    The pump is not "really" important, but it can hit for a bunch of extra ofcourse.

    So what ever it wants to be, it just feels like it can't connect to the color combination which is defined by "jund" so far.

    Honored Peak-Spirit :symr::symw::symu:
    Creature - Drake Spirit
    Haste Flying Exalted
    3/2

    Its a 4 power flyer , nothing "that" special, but its somehow around Lightning Angel in strangely bad.

    Steadfast Guardian-Spirit :symu::symw::symg:
    Creature - Wall Spirit
    Lifelink Defender Shroud
    1/6

    Well its worser than Wall of Denial, which says everything (nobody attacks into this, but it has no flying, its "only" 6 thoughness and all that).

    Corrupted Law-spirit :symb::symr::symw:
    Creature - Elemental Spirit
    Sacrifice ~: All non-land cards lose all abilities until end of turn
    2/2

    Well its like Sudden Spoiling, but thats never a "good" card by the lose abilities part, the all is "0/2" made it shine.
    The color combination has all the removal, so it should really be somehow more deadly than that, especially as green/blue/black/white is a lot more about "losing" abilities than red.

    Soaring Sky-Spirit :symw::symu::symb:
    Creature - Drake Spirit
    Flying Deathtouch Lifelink
    3/2

    Yes this card is so much outclased by Nighthawk.
    Evil ofcourse, but 2 thoughnes is even worser than 3 (while the extra power makes it a stronger attacker).

    Ravenous Tide-Spirit :symu::symr::symg:
    Creature - Fish Spirit
    Islandwalk
    ~ Gets +1/+1 for each land type you control when blocking
    ~ Gets +1/+1 for each land type your opponents control when attacking
    When ~ attacks you may search your library for a land and put it into play under any player's control.
    1/2

    Well the +1/+1 parts are strange ofcourse, and you could save text if you make it just look for "your" domain in both cases (as the card allready eats a lot of text).

    The Islandwalk looks taked on aswell, even if its a "fish".

    The ability to get lands is quite potent if it can become a 5/6 attacker fast enough and manaboost you.
    Make sure that it "should" be a basic land, otherwise you will run into problems that they search for Manlands (especially the new one) , making the card a monster (especially older formats might be crazy if it gets wastelands and such).

    Snapping Death-Spirit :symu::symb::symr:
    Creature - Turtle spirit
    Haste Deathtouch
    Pay 2 life: Target creature blocks ~ this turn if able
    3/1

    The first three are great, the untap sucks.

    Further i would aim for 3/1 with 3 abilities , so it gets down, attacks and can possible kill 3 creatures, which is nuts enough for a aggressive Grixis color.

    Savage Loam-Spirit :symb::symg::symw:
    creature - plant spirit
    1: Exile target card in a graveyard. If you do, put a +1/+1 counter on ~
    Remove any number of +1/+1 counters from ~: Put a card from your graveyard with converted manacost equal to the number of removed +1/+1 counters into your hand.
    0/1

    If its not just your own grave, it should not be in the cost, make it part of the effect.
    And it should avoid "return" , use "Put" instead, the card is not necessary "returned" to your hand if you dredge it or something, so it sounds just wrong.

    And no idea why you want to use colorless mana in the activation of multicolor cards, especially "2". Removing a card for 1 mana is good enough, getting a counter doing that is great.
    A "plant" is now a 0/1 which makes sence, with the potential growth rate of this thing its even a "good" starting size, and the regrowth ability works a lot better if its no manacost, so you can possible abuse the effect in some little combos that involve casual lovers like Doubling Season etc.


    Overall a big trend for creatures with a giant amount of abilities. I think its a lot better if you focus on "less" abilities and a simpel goal. Most abilities can be used in tons of ways anyway.
    Posted in: Custom Card Creation
  • posted a message on Missing mythics
    Seal of the Nephilim 7 mana
    Legendary Artifact (M)
    :7mana:, :symtap:: Choose five - Destroy target white creature; or destroy target blue creature; or destroy target black creature; or destroy target red creature; or destroy target green creature; or you lose 1 life; or you lose 2 life; or you lose 3 life; or you lose 4 life; or you lose 5 life.

    Don't know if it needs all that "choose 5" thing, might work with shorter text.

    While i enjoy the idea a lot, its like an Altar of Shadows, which is bad in 99% of the formats, but theirs some Casual Magic version that like this kind of cards a lot more (Rare Box for example).

    Seal of the Nephilim 5
    Legendary Artifact (M)
    WURBG: Choose five - Exile target white permanent; or exile target blue permanent; or exile target black permanent; or exile target red permanent; or exile target green permanent; or you lose 1 life; or you lose 2 life; or you lose 3 life; or you lose 4 life; or you lose 5 life.

    I would aim for something like that, getting away from the Altar of Shadows version to the Legacy Weapon.

    With the reduced manacost it might even see the light of some 5-color set controll deck in which you have Hybrid creatures etc. So it can really have a chance in constructed aswell.

    To reduce the text it might work like Sundering Titan:

    Choose a permanent of each color. Exile that permanents.

    The life lose is somehow difficult to add to this part, as its not the same amount for each color you can't choose.
    Posted in: Custom Card Creation
  • posted a message on Broken?
    Give And Take U
    Sorcery (U)
    As an additional cost to play give and take,
    sacrifice a land.
    Draw two cards.

    An important part is that the card fills no real role unless its broken.

    If you are combo, the saced land doesnt matter as you will win, or its even an advantage for you, either threshold, or you get the land back for further abuse (Second Sunrise what ever).

    Draw 2 for 1 mana is too much, the card screams for storm combo, and its not good for controll decks.

    Perilous Research was a pure combo card, and it allows the sacrifice of anything, which works out a lot better especially as instant speed.

    Draw 2 for 2 mana is a fair deal, especially if you can sacrifice something that would die anyway, while the last you want to sacrifice is a land early.

    So the problem beside the fact that the card is down to "combo only" is the fact that its just a lot worser than perilous Research in any other case, as the card allows less possiblities with mechanics etc. (as sacrifice permanents makes it usefull with anything, Enchantments and other EtB or LtB abilities).

    So broken? Not really, but pretty boring as its limited to combo, and if it actual works out, its not a fun card (as fast storm combo decks suck a lot in terms of "fun" for the format).

    Deep Well
    Land (R)
    T: Add 2 to your mana pool. Deep Well doesn't
    untapped during your next untapped step.

    Here its similiar. You offer speed, with no real drawback if the deck doesnt care for another turn after the activation.
    And the manaboost is something thats allways strong, not allways broken, but it makes the design of other cards more difficult, as all cards with 2 colorless in the cost instantly become stronger.

    I just tell you that because a format with this kind of lands, City of Traitors and Ancient Tomb, made it simply faster.

    Currently a lot of cards don't use colorless mana at all, or a lot more colors, so the card might not be as stupid as the cards in the past.

    So broken ? Depends on your set and other cards.
    In Multi view its just another land for combo decks that don't care for the drawback, and pretty similiar to City of Traitors in some cases (while WotC considers the lands that make multiple mana early, broken by definition and don't print them anymore if they can avoid it).

    Draining Theft 1B
    Sorcery (C)
    Target player discards two cards. You lose 3 life.

    Sounds bad, as we have Blightning as the "top" Mind Rot so far.

    Fetid Soldier 1B
    Creature- Zombie Soldier (U)
    When Fetid Soldier enters the battlefield, destroy
    target white creature.
    2/1

    Could be done yes. Its a hate card, nothing special on itself, and not really better than a Black Knight in most cases.

    For real removal you can get stronger cards, even Shriekmaw offers the Terror option or the late game body.

    So broken ? No its fair, but a narrow hate card.

    Celestial Light UW
    Instant (C)
    Counter target spell.

    Hard counters aim for a UU cost, not necessary, but the fact is that UU is actual "harder" to pay right now than "UW" , simply because most decks play multi color anyway and with the existenz of fetchlands and dual lands, multicolor is not really a "drawback" anymore (which was a lot different in the time of Invasion, as duals were Painlands and such).

    Broken ? Yes its just a "stronger" Counterspell, and WotC aims for slower counterspells or situnational counterspells, which are important for design, as a hard counter covers too much in one card, and if a hard counter costs 2 mana, a situnational counter "must" cost 1 mana to reflect a balance (and that would mean we have way too much 1 mana counters).

    Angelic Gatekeeper 3WW
    Creature- Angel (R)
    Flying
    When Angelic Gatekeeper comes into play, name a
    color. Creatures of the chosen color can't attack.
    4/4

    Thats pretty deadly, as its a lot stronger than Blinding Angel in most cases, but still weaker than baneslayer, which makes it quite difficult for most creatures to attack aswell.

    So broken ? Not really compared to baneslayer, but its a pretty deadly card in most cases, as the effect can totally kill Limited decks which is the ultimate bomb (and incredible unfun).

    Would make more sence if you allow the attacking, just make it a expensive Ghostly Prison, say "pay 4" or something like that.

    Apprentice Seer 1U
    Creature- Human Wizard (U)
    T: Scry 3
    1/1

    Putting the keyword in the activation is kinda strange without anything else.

    But the card itself is quite good to filter cards in Limited. Most the time its stronger than a Merfolk looter as you can go deeper to get to the cards (just do it before you draw to get the card you want with it).

    Broken ? not really, but i think its strange to put keywords in abilities without any other text.
    Posted in: Custom Card Creation
  • posted a message on Bringer of Life and Death
    From the name you would expect something that actual brings Life and Death.

    Iname made a similiar design idea.

    It has a "form of life" that gives you creatures, and a "form of death" that brings you the corpses, both is somehow usefull for you (while the cards are not constructed playable, but the flavour idea at least works out).

    The combination of Iname is bigger and utilizes both Life and Death.
    Posted in: Custom Card Creation
  • posted a message on Vampires
    Quote from neberus
    I was thinking more in Necropotence


    And you think "Necropotence" is balanced or what ?

    Necrologia does a job to fix the draw (while it was in a era with Bargain etc. so no chance to see the light of constructed, while the effect can produce decks ofcourse).

    Selenia, Blood Harvester :symb::symb::symb:
    Legendary Creature - Vampire shaman, Mythic
    Multikicker - 2 life
    When Selenia, Blood Harvester enters the battlefield, draw a card for each time it was kicked.
    2/1

    Its important to take a look at "fair" card draw. Nights Whisper gives 2 card for 2 life, with 2 mana. Its really fair deal.
    Ambitious gives you 3 card for 3 life for 3B , its less good ofcourse.

    Promise of Power for 2BBB gives 5 cards and option for Entwine, was quite usefull in its days (but dangerous as 5 life is quite something on turn 5).

    Other card draw includes Phyrexian Arena to trade the advantage against the time it needs.

    What ever the solution is Phyrexian Arena is "fair" , anything that makes it cheaper (Dark Confidant + body) is allready a stretch of the balance. if its an instant draw 5+ cards for BBB you have a card thats not fun, simply because a player "can't lose" after it, the card advantage alone is way too much and it doesnt matter that the card itself is a vampire.


    Better stick to the vampire themes. Either count the number of vampires, or use the 10 or less life thing, they work good for vampires.

    This gives us thigns like this:

    Selenia, Blood Harvester :symb::symb::symb:
    Legendary Creature - Vampire shaman (M)
    When Selenia, Blood Harvester enters the battlefield, draw a card for each vampire you control.
    2/1

    *Which i don't really like mainly as the tribal card are allways sticked to "tribal".

    Selenia, Blood Harvester :symb::symb::symb:
    Legendary Creature - Vampire shaman, Mythic
    When ~ enters the battlefield draw a card a card for each life less than 11 your opponent has.
    2/1

    Makes it more aggressive with the vampire theme.

    Selenia, Blood Harvester :symb::symb:
    Legendary Creature - Vampire shaman (M)
    Lifelink
    Whenever an opponent loses life by a vampire source, draw that much cards and you lose that much life.
    2/1

    The lifelink might prevent the heavy life lose, but it can easy turn into a card drawing machine, especially with more life drain vampires to boost it up.

    Hunter of Malakir :symb::symb:
    Creature - Vampire Warrior, Uncommon
    Reach
    Protection from Green
    2/2

    Well black/white knight have a real theme, and reach is just not really inspiring on a black card.

    At least i don't enjoy black cards that just hate green.
    It works better if each color hates just another color "more".

    White and black can easily represent Light and Shadow, the Good and the Evil, while green is just the nature.

    Malakir Dark Ritualist :2mana::symb:
    Creature - Vampire Shaman, Uncommon
    When Malakir Dark Ritualist enters the battlefield add :symb::symb::symb: to your mana pool
    2/1

    Mana rituals are "red" and "green" now, black is not for it anymore.

    And if you get a "Ritual" in black it should really involve some kind of "sacrifice" of a creature to produce the blood / soulpower , mana out of nowhere is not "evil" enough.
    Posted in: Custom Card Creation
  • posted a message on Cards (and some questions with them)
    Dark Stalker :2mana::symb:
    Creature - Human Wizard (C)
    Dread (This creature can't be blocked by creatures with power lower than this creature.)
    3/1

    Its a strong card, as commons with evasion and power equal to the casting cost are most the time good.

    And theirs not much 3+ power cards in Limited, most are around 2/2, walls and the like allways go with 0-1 power.
    Give this guy Equipment , pump what ever and its really nasty.

    Good yes, but its a card thats pretty much around the "Top" commons you will have (that are not removal).

    Creature type should be something different than "human wizard" , a "rogue" could do it as they prefer evasion to trigger prowl and such.

    Vaporize black mana
    Instan (U)
    Target player exiles a creature with Shroud.
    Nothing is beyond mortality.

    Super narrow, as the card "needs" a card with shroud to do anything, and black can so much better get a "sacrifice" effect to do the same.

    Its a super junk uncommon aswell.

    King's Strategy :1mana::symw:
    Enchantment (R)
    Skip your untap step: Target creature you control gains protection from the color of your choice until end of turn. Activate this ability only once per turn and only before your untap step.
    Strategic answer is always the best answer.

    Normally you should avoid to give a player a "cost" of something they don't really have right now. Its like the Chronatog thing to pay "extra turns" something you might not have.

    You actual want that the card grants protection in exchange that you don't untap.

    and "before untap" doesnt really work aswell, as you get priority in your upkeep and not earlier (unless a bunch of triggers happen).

    The card is over complicated and pretty bad aswell.

    It might work so much better if it just gives the protection "forever" instead of using a activation at all.

    Another King's Strategy :1mana::symw:
    Enchantment (R)
    Skip your untap step.
    Untapped creatures you control have protection from everything.

    Its different ofcourse, but it forces you to play "vigilance" or "Untap" creatures if you want to have the bonus on attack.
    As a defensive card you might consider it with something like Dragonmaster Outcast and stuff like that.
    At least i would try to use this card in decks that can avoid attacking and win with effects (thats something totally different than most decks do right now, and its a great "mirror" to this strategies).

    Mana Plague black mana
    Enchantment (R)
    Whenever a player casts a spell, that player loses 1 life.
    "Do you still think the Aurora only brings blessings?"

    Yes too cheap.
    Played turn 1 it can easy hit for 5+ life lose, and in multiples thing get really ugly.

    A problem is that making it more expensive makes it pretty bad aswell.
    For 2 mana its allready too expensive to make an impact, as Lightning Bolt and its friends are just superior to it in 99% of the time.

    An option could be to make it a lot more expensive and make each player lose life instead of just the caster, so it becomes an option for some
    "Lifegain" decks.

    Mana Plague :symb::symb::symb::symb:
    Enchantment (R)
    Whenever you cast a spell, each opponent loses 1 life. You gain life equal to the life lost this way.

    Its more something of Kokusho this way, you want to cast spells, but you drain your opponent doing that.
    Like Syphon Soul just not a one shot.

    More on your version it could drain the life aswell:

    Mana Plague black mana
    Enchantment (R)
    Whenever a player casts a spell, that player loses 1 life and each other player gains 1 life.

    This way you punish them for playing a lot, you gain life in the process, and you can punish them back later (if you can turn the lifegain into something evil, Punishing Fire for example is good doing that).

    At least its something a Controll player can consider to eat life and gain life, for a combo player its usefull too, and not a pure deadly burn enchantment.

    Spellborn Dragon blue mana
    Creature - Dragon (R)
    Flying
    When Spellborn Dragon attacks, spells you control cost 1 mana less to cast until end of turn.
    0/1

    Well the bonus is big for storm which might win with this card on turn 2 right away.
    But most decks that have a real bonus from it will abuse it a lot, while Xantid Swarm helps to avoid counterspells etc. this does a different job to actual combo out and produce a lot of mana.

    Dreamcatcher :1mana::symb:
    Creature - Human Wizard (R)
    Each player plays with the top card of his or her library revealed.
    :2mana:: Exile the top card of your library. Any player may play this ability.
    2/1

    Sounds crazy bad. Why should someone use the exile on themself ? It makes more sence if it eats the cards from your opponent, so avoid topdecks.
    Adding the manacost is something that makes the card quite "Unplayable" right from the start, as the effect is not worth 2 mana, its so much worser than a Senseis Divining Top, its a creature that dies easily and it really doesnt feel "rare" at all.

    Fusionfire :3mana::symr::symr:
    Instant (R)
    Spellcharge (This spell costs 1 less to cast for each spell cast before it each turn.)
    Fusionfire deals 5 damage to target creature or player.
    Even a dragon can't withstand it's blast.

    Spellcharge seems to be quite overpowered as its like "affinity" for storm, both mechanics are quite stupid as they get out of controll in numbers.

    This card for example screams for a burn deck. You need Rift Bolt etc. to power it up (Manamorphose) and such stuff to cycle spells, than shoot the burn at them.

    Its not that the UR burn storm doesnt work, but its difficult to keep storm fair and "fun" for others as the interaction is quite small in such combo decks.

    The Aurora :symw::symu::symb::symr::symg:
    Enchantment (M)
    Cards you own that aren't on the battlefield have Spellcharge (This spell costs 1 mana less to cast for each spell cast before it each turn.)
    Once every hundred years the Aurora comes and the world becomes chaos.

    Maelstorm Nexus is quite fair with cascade, while this card produces just a blow out turn that wins right away.
    Posted in: Custom Card Creation
  • posted a message on Two new Legendary Creatures + Three more
    Pretty much all of them remind me of another existing card, so i will rate them in this view.
    Zenth, Wandering Sage :symu::symu::symu:
    Legendary Creature - Human Wizard (R)
    Nonbasic landwalk
    : Draw two cards, then each other player draws a card.
    1/1

    Reminds me at Kami of the Crescent Moon, which is pretty much a howling mine.

    In this view i would aim for something like this.

    Zenth, Wandering Sage :symu::symu::symu:
    Legendary Creature - Human Wizard (R)
    : Each player draws a card for each basic land he or she controlls.
    1/3

    The landwalk is just useless, eats text, and the flavour you gain from a "landwalking wanderer" isnt really worth it.

    The card draw itself really wants to be more massive. If you want to punish non basics, the ability can do so.

    A card with UUU should have an impact if it survives the turn (which is quite unlickly as theirs so much point removal).


    In'kathir the Destroyer :3mana::symb::symb::symb:
    Legendary Creature - Demon (R)
    Protection from Angels
    Whenever In’kathir the Destroyer attacks, defending player sacrifices a land.
    6/3

    Here we have a Greater Harvester, just with a really bad thoughness of 3 which screams for Bolt and all that.
    The manacost is quite high aswell, even Helldozer is million times better to eat lands from your opponent.

    Theirs really so much "bad" about this card, as it can't do what it wants in a way that makes it worth the deal.

    I would start with an upgraded Greater Harvester (which is cool, but needs some push).

    In'kathir the Destroyer :3mana::symb::symb::symb:
    Legendary Creature - Demon (R)
    Protection from white and from green
    Whenever ~ deals combat damage to a player, that player sacrifices a permanent for each demon you control.
    6/6

    This makes it a "demon lord" somehow, it has no downside otherwise than being 6 mana and tripple black. Its something that can compete against Sorin and make a huge impact if you are able to drop a demon turn 4,5,6 (or even more).

    Green and white are the natural enemies of black and theirs a bunch of that color in constructed to punish (tarmagoyf and all that Bant stuff).

    So even in this "buffed" situation, its just good in slow formats, type 2 and that might play it ofcourse, but i can't see this card in Extended or Legacy (unless its some Hypergensis stuff).

    Giddus, King of Ithrus :2mana::symw::symw::symw:
    Legendary Creature - Dwarf (R)
    Equipped creatures you control get +2/+2.
    :2mana::symw:, : Search your library for an Equipment card, put it onto the battlefield, and attach it to a creature you control. Then shuffle your library.
    3/3

    Stonehewer Giant does something similiar searching the equipments, features vigilance to hit faster and 4 thoughness to survive removal.

    Yours is ofcourse the white design to love equipment, but it was never a valid constructed concept, you just don't want to play more than 4 equipments in a deck, as each equipment is like a 2 card combo with a creature, so better run the creature thats good on its own without equipment.

    The card itself is not really bad, but it lacks so much for constructed, that it might be a reason to boost its effect to appeal for some "Timmy" players.

    Giddus, King of Ithrus :2mana::symw::symw::symw:
    Legendary Creature - Dwarf (R)
    Equipped creatures you control get +2/+2 for each equipment attached to it.
    Whenever a Dwarf attacks or blocks, search your library for an Equipment card, put it onto the battlefield, and attach it to that Dwarf. Shuffle your library.
    3/3

    The tap is gone, the boost gets bigger for "more" equipment, which overall makes the card more usefull in Casual, and "maybe" a possible one in constructed (even if 3 thoughness is deadly, boosting it to 3/4 could be the push it really needs).

    To make it more "Dwarf King" is think a little tribal point is a good idea. So with a bunch of Dwarfs you play this guy turn 5 and attack, which means all your "little" guys instantly carry big arms, and will even get more scary after that attack (if its not totally deadly allready).

    Gruuk, Goblin King :1mana::symr::symr::symr:
    Legendary Creature - Goblin (R)
    Haste
    Red creatures you control get +1/+0.
    :symr:, Sacrifice a Goblin: Gruuk, Goblin King deals 5 damage to target blocking creature.
    2/2

    Ib Halfheart feels similiar to this, just that it eats a lot less red mana, and somehow feels more "realistic", as the goblins explode only on contact with an enemie blocker, and it has an epic flavour text.

    Theirs a bunch of peops that play Ib as a General in EDH, which is not bad at all.

    So yes, i think Ib is pretty much perfect as the "joke" Goblin General.

    Mivra, Tender of the Wood :symg::symg::symg:
    Legendary Creature - Elf Druid (R)
    You may play an additional land on each of your turns.
    : Untap up to two target Forests.
    1/1

    Rofellos is the Mana maker with forests, so here again you need something "more" for a cost of GGG , as peops just aim for Archrdruid if they play elfs, or the Oracle to get the lands more frequently.

    Mivra, Tender of the Wood :symg::symg::symg:
    Legendary Creature - Elf Druid (R)
    You may play any number of additional Forest cards.
    : Untap all Forests.
    1/3

    So a lot of upgrade here with a clear focus on Forests. If you are mono green it will allow you to "Fastbond" the hell out and untap for a giant amount of mana, making it a possible combo card in older formats, and a giant threat in new formats that must be killed (and will most the time).

    Give it the upgrade of Survivel of the Fittest, Anger for Haste, and duals to get more "forests" and a bunch of ways to abuse the Fastbond and you are ready to roll out.

    At least it feels "epic" that way, and peops instantly get into building decks with it.
    Posted in: Custom Card Creation
  • posted a message on Five cards
    Quote from Candlejack
    How are you going to get Progenitus into your graveyard?


    With Humility for example ^^

    (While you need it in play first)
    Posted in: Custom Card Creation
  • posted a message on Lareef's Cards
    Power Tempt :5mana::symb:
    Enchantment (Rare)
    Black mana doesn't empty from your mana pool as turns and phases end.
    You lose 1 life whenever mana leaves your mana pool.
    "Enjoy your new found strength, I will enjoy everything else you once had." -Abyssal Gatewarden


    Its quite underwhelming, as the effect to keep the mana in the pool is not really usefull (and mainly green).

    The life lose added just makes things worser.

    And for me the thing with keeping mana in the pool is nothing thats really "simpel" , as you want to use a Dice or something to remember the number.

    Darksteel Converter 4 mana
    Artifact Creature- Construct (Unc/Rare)
    When Darksteel Converter enters the battlefield, place all counters on all permanents in play on Darksteel Converter.
    When Darksteel Converter leaves the battlefield, distribute all counters on Darksteel Converter to other permanents in play in any way you wish.
    :3mana:: Target counter on Darksteel Converter becomes another type of counter of your choice. (Examples include +1/+1 counter, Fuse counter, Charge counter, Depletion counter, etc..)
    1/1


    Seems to be a combo card, Dark Depth anyway, the Reactor another.

    But nothing really shines as theirs better stuff around for that job, and this card has too much going. I think it works better if its just a blue card that transforms counters, and you really don't want to use multiple counters in a set "normally" , as turning +1/+1 to -1/-1 counters is allready a fair deal.

    Maybe a future sight set could want such an effect.

    Diusei, Wielder of Spite :5mana::symr::symr::symb::symb:
    Legendary Creature-Demon (Mythic)
    Diusei costs 5 mana less to cast if your life total is less than half of each of your opponent's life totals.
    Flying
    :symr::symr:: Diusei deals 1 damage to target player. Use this ability only if each opponent has more life than you.
    :xmana:, Sacrifice X lands: Diusei deals X damage to each creature and each player. Use this ability only if you have more life than each opponent.
    8/5


    The cost reduction eats text, which is not good if you put more texty abilities on it.

    Overall the abilities look strange, cards work best with a "goal" in mind what it actual wants to do.

    Brain Peel :1mana::symb:
    Instant (Common)
    Destroy target non-black creature. It can't be regenerated. That creature's controller may discard cards equal to that creature's toughness to counter Brain Peel.
    What is their obsession with struggling?

    Well if its more than 3 thoughness its hardly worth the massiv card discard, unlike its the game winning beater.

    Means its either a Doom Blade, or never what you want.

    But its something that comes up again and again, the drawback gives players a choice, so its great for Limited.

    Borrowed Time :1mana::symu::symu::symu:
    Instant (Rare)
    End the turn. It is now your turn. Skip your next two turns.
    Time is shared between vessels. If one person wastes theirs, you'll soon find out that yours ran out.

    You can simply make it an extra turn, as the extra turn is "allways" right after the turn.

    As you have done it, it doesnt work, as skipping and extra turn just cancel each other.

    Reword it into:

    Borrowed Time :1mana::symu::symu::symu:
    Instant (Rare)
    End the turn.
    Take an extra turn after this one.
    At the end of your next turn, skip your next two turns.

    Something around that will do it.

    Powerwise its a difficult card. It has a lot from Final Fortune, and most the time its a Time Stop that will give you an extra turn to smash them to death.

    I would even "splash" this card in some decks as the only blue card, like Cryptic command, as it can win games that easy.
    Posted in: Custom Card Creation
  • posted a message on two-drops mostly, and I need your advice!
    Charmcrafter :1mana::symu: (R or U)
    Creature - Human Wizard
    1/1
    :symtap:: Draw a card and reveal it. If it isn't an instant card, discard it.

    Well its crap most the time, as its super unlikely to draw an instant (limited wise) , which means its just worser than Merfolk Looter (which is common, and decent but not wow).

    Charmcrafter 2.0 blue mana (R or U)
    Creature - Human Wizard
    1/1
    :symtap:: Draw a card and reveal it. If it isn't an instant card with converted mana cost three or less [two or less?], discard it.

    Making it cheaper doesnt "really" fix the problem. If you know your library (say Senseis Top) you can draw a card with this guy, which is good, but do you really want that ? (it dies and its so unlickly to make a lot for controll which wants to stop beatdown etc.).


    Something i enjoy in blue right now is the theme of "turtles" , means 0/4 for a singel blue is something that has potential for slow blue controll decks, not the faerie / merfolk aggressive stuff, the opposite in fact.

    Charmie blue mana
    Creature - Turtle, Wizard (R)
    At the beginning of your upkeep, look at the top card of your library. If it's an instant card, you may reveal it and put it in your hand.
    0/4

    Just as a starting "size" for a controll oriented one (and yes 4 thoughness is more or less "needed" to be a real defensive card in the current magic world).

    Tithe Taker :symw::symw: (R)
    Creature - Human Advisor
    1/2
    Player's can't play lands as long as six [eight?] or more lands are on the battlefield.

    Limited Ressources is among the most hated card in Multiplayer of all time.

    The design failure is to count the lands in one big number. Make it a set number for each player to balance it somehow if theirs 4+ players (like 5 lands for each player).

    Dwarven Sappers :1mana::symr: (C or U)
    Creature - Dwarf Soldier
    2/1
    When Dwarven Sappers enters the battlefield, you may destroy target wall.

    This is way to narrow to be fun, especially as so much "walls" are just defenders right now, not much "walls" anymore.

    It might work a lot better if it just switches p/t.

    Dwarven Sappers :1mana::symr:
    Creature - Dwarf Soldier (C)
    When ~ enters the battlefield, switch the power and thoughness of target creature until end of turn.
    2/1

    This is allways usefull "somehow" and kills most the walls aswell.

    Silkspring Spider 3green mana
    Creature - Spider (U)
    Flash, Reach
    When Silkspring Spider enters the battlefield, all creatures lose flying until end of turn.
    2/4

    Spiders should really have "reach" not just once.
    Quite a good 2 drop, and i really hate spiders with the wrong p/t ratio.
    So i would aim for a 2/4 reach flash with the ability. This is allready quite potent in Limited to flash in a blocker, kill at least one guy, or massacre a bunch of flyers in the process. If formats are not going to be as fast as the last limited (which i hate sooooo much) this could be a real breaker.

    Soul Shredder 3:symb::symb:(U)
    Creature - Horror
    When Soul Shredder enters the battlefield or leaves the battlefield, each player sacrifices a nonblack creature.
    3/3

    Yes great one. Its super strong aswell, Barter in Blood just without a drawback at all.

    Its a kind of card i would allways put BB on, as it feels like a mono black card.
    And to save text, make ti enters/leaves the battlefield.

    Could even have something like "evoke" if the set wants it, further upgrading it for constructed.

    Patient Oak :3mana::symg:
    Creature - Treefolk (U)
    Patient Oak enters the battlefield tapped.
    Patient Oak doesn't untap during your untap step.
    Whenever an opponent casts a spell on your turn, you may untap Patient Oak.
    7/7

    Well you really want to have a bunch of untap effects with this card. WotC would most likely put this at "rare" and i would hate them for doing it.

    Say we have a set with "twiddle" effects in blue which work good with it, and a bunch of green untap effects , white vigilance and all that sort, which means its a great card for limited, but "never" for constructed, making it a perfect "Uncommon" in my book.



    A pretty crazy thing about magic is how fast it became.
    Even Kird Ape is "too bad" for Extended, and stuff like the Loam Lion are just "nice" but not great.

    Annoying stuff like Baneslayer is brutal, but has no effect on extended/legacy at all.

    We really need something that puts things back in a "Balance".
    Posted in: Custom Card Creation
  • posted a message on Universal Recursion
    Well Sins of the Past was at least playable together with minds Dessire to get "more" Minds Dessire in your Storm Turn.

    If you can target anything and play anything for free with it, its a dangerous card, mainly as anything that bypasses manacosts is dangerous to start with , and reanimation shows that it can easy go out of hand and it limits your design space a lot to keep the cards fair.


    Memory Plunder is something that allready works good.
    Its just that the MetaGame was nothing were it could shine.

    Take a format that has some really important instant/sorceries that make sence if you get them (Dragonstorm, Tooth and Nail and such are all great, but that would mean you need the targets for them aswell, which is a possible option if you are the blue/black player).


    So unlike Y.Will which favours the cheap spells , this card favours the "big" spells, and if you make it "too cheap" it will easy be deadly in combo decks that can get anything with it.



    An "epic" upgrade of your card could make this card:


    Gods Call 4UUUUBBBB
    Sorcery
    Search target players library, hand, graveyard, battlefield and exile for a card and exile it. You may play that card without paying its manacosts. Shuffle that players library.

    Gods Call 4UUUUBBBB
    Sorcery
    Choose a card from "anywhere" and exile it. You may play that card with or without paying its manacost.

    So this means you simply get to play a card of your choice, from "anywhere".

    The manacost just represents the "epicness" and is high enough in my book that its fair to get a Progenitus with it (and in worst case its a combo machine itself, chaining into copies of itself, Mind Dessire or what ever).

    And the manacost alone can be avoided, Sins of the Past instantly becomes an option to play this (and chain it for storm).
    Posted in: Custom Card Creation
  • posted a message on Off Topic: Psychological Warfare
    Quote from Nakamura
    As I am quite young, I often pretend to be a new player, and reveal fake information per my deck, block with a card that can not block, and ask basic rulings questions with each card cast, or read each card cast.

    I do not do this at a Friday Night Magic, of course, though I do at a Pro Tour Qualifier, Gran Prix, and etc.


    Well most of your stuff might give you a "cheating", especially if its so obvisious.

    So "especially" at PTQ and such, no way you will survive long enough with this, unless you are losing all the time anyway.


    At higher REL you will even be requiered to actual "know" what happens, so you get in trouble if you read all cards and ask stupid questions, a judge will simply give you a warning first.

    But "as you are quite young" you will encounter that fast enough.
    Posted in: Articles
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