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  • posted a message on Fun with clash...
    Sudden Realization
    Instant blue mana
    Clash with an opponent. If you win, draw a card.
    Draw a card, than discard a card.

    Well, sounds like a random Limited card draw.
    To give it a reason to be more usefull than "cycling" i would make it a small Carefull Study, together with the potential clash win, it becomes handy and playable.

    Wavering Flame
    Creature - Elemental :1mana::symr:
    When Wavering Flame comes into play, clash with an opponent. If you win, it gains +2/+2 and haste until end of turn.
    At the end of your turn, return ~ to your hand.
    1/1

    Its something i would use in "black" as the card works like suicide, but not that drastic, as peops hate to play cards that randomly do nothing.

    I would change it to an recurring small Spark Elemental.
    Either you win the clash and get a 3/3 haster to strike, or you get a useless 1/1 that will bounce back to try again, making it good with some triggers (randomly like Essence Warden and such).

    Kaojin Charger
    Creature - Human Soldier white mana
    When Kaojin Charger attacks, clash with an opponent. If you win, untap Kaojin Charger and it gets +1/+1 until end of turn.
    1/1

    I would just add an "untap" so the card gets a small extra that might work with many sets (Convoke and such, or just to have a blocker).

    In the end, its a Limited card, can assemble some beatdown as it will help you to get lands away from your library with the clash if you dont need them (or get away non-lands if you need them), the extra to have an potential 2/2 for 1 mana is good too, in the late game its bad ofcourse, like any beatdown 1 drop should be (bad bad Figure of Destiny).
    Posted in: Custom Card Creation
  • posted a message on Lord of Affliction
    Its Thrashing Wumpus in the end, but worser for my taste.

    The Wumpus played out as an Pestilence, and to keep it alive you are limited to 2 activations and spread the activations between your and your opponents turn.

    It was quite a playable card in its days, even if the 3 thoughness is something that will make most creatures bad today, especially with Lightning Bolt getting a reprint (as magic favours the efficient fatties anyway, no even more).


    Powerwise the 3/7 body makes it "immune" to burn, and you get a Pestilence creature.

    Printable, but as its nearly like the Wumpus and Pestilence, theirs nothing really great about it.

    Maybe give it "Wither" or something, that would make it at least fun with its Pestilence activation (and dropping it down to 2BB to meet Pestilence manacost for a better reflection).

    Legendary or not, might just be a flavour reason.
    Posted in: Custom Card Creation
  • posted a message on Exile
    Knight of the Void :symw::symw::symb:
    Creature - Knight, Spirit
    You may play ~ only from the Exile.
    First Strike
    ~ gets +1/+1 for each exiled Knight.
    If ~ would be put into a graveyard, remove it from the game instead.
    2/2

    I lost the "only" part of the Knight, as the set is discard/Madness/Delve aligned this guy is in, making it play out like Haakon in terms of replayability, but with a body that actual matters (as Haakon only got play as card advantage engine, never because it could get Knights back from the grave.

    And its just natural that green/white/blue have a trend for Riftsweeper effects to fight against the Exile zone.

    Pulse of the Void :1mana::symr::symr::symb:
    Sorcery
    Flashback :6mana::symr::symr::symb:
    Recall :3mana::symr::symr::symb:
    Reveal your hand. ~ deals damage to target creature or player, equal to the number of cards in the zone it was played from, except the library.

    This "future sight" is a good catch, so it really needs to cancel this zone out.

    As the idea is something that was never done, the wording might go through several adjustments.
    So it now ignores the library as a Zone, any other random card with an random zone? (hand, library, graveyard and "exile" ? their arent any more i think, unless phasing uses another now, or the "un-zones").
    Posted in: Custom Card Creation
  • posted a message on Red damage, black graveyard stuff
    Persist is a block mechanic.
    if thats reason enough for you to make a mechanic thats pretty much exactly the same. Well, i would use persist as its way easier and shorter (giving more cross block interactions which is allways a great thing, nothing is worser than blocks that have no interaction at all).


    How does it interact with Reveillark? And how will combo win again?
    I dont mean "with" Reveillark, just "like" Reveillark.

    This means, that Reveillark is used with Mulldrifter and co. just to generate card advantage to get them back, the other is the combo win with Body Double going infinited.

    The card of you, will need to have a grave with creatures to reanimate, so you use a sacrifice card (say Goblin Bombardment) and eat cards from yoru grave, so it functions like a Reveillark that will haste your creatures in play.

    I just say its a dangerous thing because it is a cheap way to get a Chain reaction that wins, as you will reanimate all your creatures after another.
    If i try to assemble a deck with it, lets choose Red/Black.
    We play Mog Fanatic (well after M10 something else maybe), Keldon marauders, Siege Gang Commander and such.
    If this guy resolves for 3BB we will chain all of them in play after another, getting the effect of them to win the game.

    It plays out like a Reveillark, and the dangerous part is simply that the ability doesnt need any mana or a limiting factor that keeps it in check (another choice could be a card like Pull from Eternity on a creature, this effects are likely to come in my books as it seems WotC wants to build more effects using "Exile" to use this change for good).


    *On the end its Reveillark like, and like Reveillark was in the beginning, you might run in Combos you cant think of right now with this card (maybe because cards the combo piece is not printed or something).


    Cadavergeist :3mana::symb::symb:
    Creature - Spirit (R)
    Flying
    When Cadavergeist is put into your graveyard from the battlefield, you lose 2 life and exile it. If you do, return target creature card from your graveyard to the battlefield. That creature gains this ability.
    2/3


    This way it still offers the possible chaining, but its limited with the life payment so their wont be 20+ creatures chained into another with some kind of sacrifice, so thats what i call "limiting factor".



    Also reduces the choices your opponent is faced with
    Well, theirs not really a choice for your opponent at all, as nothing they control is bigger than 8/8 flying trample, and 2 hits of this will win the game anyway, so ofcourse they sacrifice "other" creatures whenever they can.

    The bad is that theirs no reason to sacrifice itself for "you" in the first place anyway. Flavourwise its bad too, as it makes no sence that a Lord of Pit like creatures just sacrifices "itself", it will allways take the "minions" first before it dies, anything else is just strange.

    And like i said the "trample" on a 8/8 flyer is something that actual kicks it over the top, as theirs nothing that will block it and you will allways have a 3 hit winner, and the last this creature "needs" is trample (as black commited will have removal anyway, or lose against any opponent).


    deciding whether to sac it to itself and give it back or to keep it is an interesting (if unpleasant) tactical decision.
    Like said, you will keep it whenever you can, theirs pretty much no reason to give it back. And this creature will allways stay in the game, so its just the 8/8 flying trampler giant monster that your opponent will "never" get as you kill it if that happens and so get it back (and ofcourse you can kill it if you play this creature).

    And that extra eight life hit is way over the top.
    In the end the "8" simply comes from its power, and its true that it might be better to switch the players for the lifelose:

    Keeper of the Damned :2mana::symb::symb::symb::symb:
    Creature - Demon (M)
    Flying, Trample
    At the beginning of your upkeep, sacrifice another creature, if you can't sacrifice ~.
    When Keeper of the Damned is put into a graveyard from the battlefield, target opponent returns it onto the battlefield and you lose 8 life.
    8/8

    This way, you are the first that loses 8 life, giving this creature the actual drawback it needs (goes along Lord of the pit and Suicide Black creatures).
    If your opponent has it, it makes sence to sacrifice it yourself, as you have a reason with the 8 life lose, otherwise its never an option for you to give this creature to an opponent as its allways dumb and will just give your opponent a giant 8/8 game winner.

    To sume it:

    -Change to "sacrifice another creature" because of flavour (big demon "eats" smaller minions, and just changes the side to an opponent if you can't please its hunger for minions).

    -Give the side change an extra drawback (here 8 life lose), like a Lord of Pit punishes the player for not giving it the sacrifice, it will hit you for it, and come for another punsh in the combat (so you need to have removal for it, giving you the edge again).


    Functional theirs not much that really changes, it just works out better, and if the 8 life is the problem, make it "sacrifice three permanents" or something along this line that gives a drawback that feels "autsch" enough (its a 8/8 demon in the end, so it must punish you for something painfull, and not just pock you with 1 life lose).


    Um, I'm going to have to disagree with you here too. Six to each is absurd, even on a mythic.


    Actual its still not a strong card, as you must hit the opponent first to blast the creatures, and every opponent with a flying blocker / reach WILL block, and theirs still removal to stop it for constructed its 7 mana fattie that will have no impact at all, as its either incredible slow, will face other fatties (like Sphinx of the Steelwind with Prot Red lifelink and simply everything that will pwn you), or you face something like Wall of Denial that will totally stop you, OR you just run in removal (like theirs Path to Exile, Bant Charm, Oblivion Ring and what not).
    And thats only cards i count from Alara Block.

    Im sure you just overestimate what this card has an effect on the board.
    If your opponent "can't" block it, and has "no" removal, they are going to die to simply everything anyway.

    That you get a feeling how strong the effect really is, i give you this example:

    Scourge of Kher Ridges is actual the 6/6 flying dragon for 6RR (less red, easier to spash), and its abilities will give you ALLWAYS a game win, as it kills simply every non-flyer, or all flyers, so you can allways hit your opponents face and dont care for blockers at all.
    And believe it or not, the Scourge is just a Limited powerhouse and has no effect on constructed formats at all, and its powerwise a lot stronger than the one that shoots 6 if it "hits" the opponent (as that will not happen normally).


    So is is "absurd"? Not really. Powerfull in Limited? For sure.


    Thunderstorm :3mana::symr:
    Sorcery (U)
    Thunderstorm deals 6 damage divided evenly, rounded down, among all creatures target player controls.

    Is a good card, i didnt say its bad at all. I just wanted to give a focus that for constructed the overall Volcanic Fallout is good enough to kill "many" creatures, especially as it gains a lot with its "can't be countered" (believe it or not, thats even good for Chalice of the Void decks to still resolve it).

    You card here is still a powerfull removal to have in Limited and i would allways splash it in every deck, but as you can't choose the damage (because of "evenly) it can lose a lot of its power in late game if the board is full of creatures (and in Limited theirs not much 1/1 creatures to play unless tokens, which are jump blockers most the time anyway).


    The card is still printable if you can just divide the 6 damage to creatures, so you can get brutal trades like 2,2,2 on 3 creatures, or shooting a 4,2 and all along this, in which case i would go for a manacost of 5R to keep it fair.
    Posted in: Custom Card Creation
  • posted a message on Minotaur mindgames and red random draw
    Mad Grab :1mana::symr: (U)
    Sorcery
    An opponent chooses a card type, than reveal the top card of your library. If the card does not have the choosen card type, draw a card, than discard a card and repeat this process.
    Draw a card.

    As most players dont like pure luck randomness like flip a coin, its better to use something that offers luck and "possible" some skill, like Clash (which is great most the time, as everyone plays lands its at least 40/60 that you can win and with a reduced land count it becomes less luck, controllable with library control).

    Another way is to use something thats as random as possible, like you have your opponent choose a card type and repeat till your opponent is correct (as this could give a huge draw + discard, unless they are clever enough to say "land", in which case you might be skillfull to "not" have lands on top, making it an intense mind game card).

    With this mind game its not randomly flip a coin, and it gives at least the possibility to draw a ton (if you are really lucky or a good mind tricks guy, OR if you choose an opponent in Multiplayer that wants to help you out).

    Riddling Tormentor :3mana::symr::symb: (M)
    Creature - Minotaur Shaman
    Whenever a creature attacks, the defending player chooses a number. That creature's controller may pay life equal to the chosen number. If he or she doesn't, he or she sacrifices that creature and the defending player loses life equal to the chosen number.
    4/3

    Well, somehow i think its allways fix what number to choose.
    If they attack with a small creature, i just say "1" if its power is 1, so they lose the same life as i do if its unblocked.
    However, as this creature is red/black you would think that it better looks for "blocking" creatures instead of attacking, as you are aggressive and "you" are the one that wants to attack.

    Against fatties you can't really use a higher number than its power, or they will allways just sacrifice it and "fling" it at your head.

    With this all in mind i would either change it to white/black (the color with the most "bleeding" effects) or change it to "blocking" so it becomes good if you are the attacker.

    Riddling Tormentor 2Wblack mana (M)
    Creature - Human, Cleric
    Whenever a creature attacks, the defending player chooses a number. That creature's controller may pay life equal to the chosen number. If he or she doesn't, he or she sacrifices that creature and the defending player loses life equal to the chosen number.
    2/5

    *For white/black it seems to be a card that helps to hold creatures in check, and with your own life gain you can give some high "numbers" and hopefully get your opponent in a position where you can finish them, making the card overall more defensive.

    Riddling Tormentor :3mana::symr::symb: (M)
    Creature - Minotaur Shaman
    Trample
    Whenever a creature blocks, the attacking player chooses a number. That creature's controller may pay life equal to the chosen number. If he or she doesn't, he or she sacrifices that creature and the defending player loses life equal to the chosen number.
    4/4

    Well i would go for 4/4 here, as 3 thoughness seems to be "auto dead" in todays magic (especially with m10's Lightning Bolt reprint and all this).
    Powerwise it helps the aggressive Red/Black player against blockers, so you can call "high" numbers (like 4) to get damage at your opponent, or they sacrifice the creatures (so you keep yours on the board, as its best with trample so they "must" pay the life).
    As trample becomes the best mechanic with this blocker removal, it might be a good idea to give this guy trample itself.

    We end with a 4/4 trampler for 3BR which is allready a good body (well its not the kind of finisher like Demigod of Revenge and its kind, but at least), the ability is symmetric, even if you are hopefully the one that has the advantage.
    Posted in: Custom Card Creation
  • posted a message on A strictly better Cancel
    emasculate can simply mean "weaken" it doesnt need to be "snip your most important body part" ^^.



    However, to be true, Voidslime could easy be just blue, its just green because in flavour the slime is actual a "creature", and it might started as one in design (just read the flavourtext of it).

    In the end the 1UU version of voidslime would work, if their wouldnt be voidslime allready, so hate WotC for it.


    If you make Annul with Stifle combinations its still potent if your format has enough of them.
    Posted in: Custom Card Creation
  • posted a message on Exile
    Natural Place :2mana::symg:
    Sorcery (R)
    Put all exiled cards on the bottom of their owners' libraries in a random order.
    Cycling :1mana::symg:
    When you cycle CARDNAME, you may put target exiled card on the bottom of its owner’s library.

    Sounds like a "uncommon", as it works like a good "Suspend" hate, especially if the set offers some interaction with Exile (Suspend is exile i highly think).

    Overall, i would make the spell Sorcery as this adds more to the cycling ability (which is instant speed).
    The ability to get all cards on the bottom isnt really weak, as you can even really abuse it, and in worst its just the "hate all suspend", so its a perfect card for TimeSpiral like sets (even good with Flashback, Exhume and all this, just to refill your ammo).

    For this "random order" thing, i would really prefer "shuffle" instead, as it plays out just better, i allways hate it to resolve Cascade spells for a big amount, and than shuffle just 3 cards (it looks totally annoying and in the end your opponent could even tell, its not really randomized, as its not really hard to keep track of 3 cards "how" you shuffle them).

    Lost in Eternity black mana
    Instant (U)
    Exile the top six cards of target player's library. Then that player puts an exiled card he or she owns on top of his or her library.

    Lol? How incredible overpowered is this?
    Its a "Mill" for just a singel black, at worst.
    As its best it will give you an "pseudo" Wish (now just for Exile), AND tutor your library for a important combo piece.

    Funny as it is, this card would work if it just puts an Exiled card back, without this mill part at all.

    Another version is to transform it into a next gen. Impulse:

    Impulse of Eternity Ublack mana
    Instant (R)
    Exile the top four cards of target player's library. Then that player puts an exiled card he or she owns into his or her hand.

    This is smaller, as it just mills for 4 cards, in flavour of Impulse it will grab an Exiled card. Overall its still a very strong card, as it gives Combo decks the ability to grab exiled pieces, and it will allways play at least like an Impulse (which is strong enough).

    As the card is so much pushed, i would put it in Rare, just like Thoughseize is a "next gen Duress" (funny enough as Duress gets a reprint in M10, WotC is so insane lol).

    Mistsculpt :3mana::symw:
    Instant (U)
    Exile target creature. At the beginning of the end step, its owner returns to the battlefield an exiled creature card he or she owns with an equal or less converted manacost.

    Well thats for sure too strong, simply because it gets annoying Reanimation spell, and it just becomes too powerfull with the other cards you intend to print here.
    Theirs so much mechanics that remove cards, with Delve, Suspend, PitchSpells, Imprint and what not (is imprint now Exile? not sure).

    So the fix that comes in mind is quite simpel. I would just return either the same or a cheaper to the field, as that prevents the cheating reanimation (which is the broken part).
    That doesnt say theirs no way to cheat with it at all, you still have Delve and other mechanics that give you "expensive" cards for a big discount, but it gives the card a way to balance its effect.

    Eternity Dancer :2mana::symr::symr:
    Creature -- Minotaur Shaman (R)
    You may cast CARDNAME from exile.
    :symgb::symgb:, Exile CARDNAME from your graveyard: Exile another target creature card in a graveyard.
    3/2

    I did a lot of this "play from Exile" cards as "Void Soldier" and such in white/black flavoured (as thats the color combination that is most about Spirits, Ghosts and the "faith" godlike power, taking Orzhov guild as the example).
    However, the ability to play from Exile is really powerfull, as theirs Delve and all this abilities to remove your card over and over, the other ability to exile other creatures is more or less meaningless if you can do it so much better with this mechanics.

    Example of what i did:

    Knight of the Void WWB
    Creature - Knight, Spirit
    You may play ~ from the Exile.
    First Strike
    ~ gets +1/+1 for each exiled creature you control.
    If ~ would be put into a graveyard, remove it from the game instead.
    2/2

    This design is still potent with all the remove abilities, and mainly in a set that pushes Delve and mechanics around graveyard/exile/discard.

    Theirs even the idea to give an extra flashback, that puts the card back in the library:

    Pulse of the Void 1RRB
    Sorcery
    Flashback 6RRB
    Recall 3RRB
    ~ deals damage to target creature or player, equal to the number of cards in the zone it was played from.

    *Well the wording is a little strange, but the main idea is that you play it from the hand with 5 cards (from 6 as it was in your hand) and it will deal 5 damage this way, from your graveyard it will deal damage equal to the number of graveyard cards you have, and from Exile it will deal damage equal exiled cards you own.

    Overall its a endless stream as it can resolve from everywhere except your library, as it goes in flavour of Hammer of Bogardan (which i liked in the very beginning of magic, but its extrem too slow for today).


    Heavenly Paradise
    Legendary Land
    You may play ~ from the Exile.
    Exile a card you own from your hand, graveyard or battlefield, T: Add one mana of any color to your manapool. Spend this mana only to play cards that are not in your hand.



    So its really a good idea to use the "Exile" zone to interact with cards, but its dangerous too, as removing cards can be even easier than getting them in the graveyard.
    Posted in: Custom Card Creation
  • posted a message on All-Out Assault, Paingleaner, etc
    Anaxapher's Brain 6 mana
    Legendary Artifact
    You have no maximum hand size.
    Whenever you are dealt damage, draw that many cards.

    Its like a Y.Bargain, just that you need a source of damage. Say you use it in red decks that play Flamebreak / Volcanic Fallout, Char and such, you have a strong draw engine, but it costs a lot of mana for this type of decks / as burn is quite fast.

    In the end it might be really "ok" even if this card can be very dominating force in "slow" formats which dont have lightning fast beatdown decks (but WotC seems to push creatures overall anyway).

    All-Out Assault :symr::symr::symr:
    Sorcery
    Creatures you control get +3/+0 and first strike until end of turn.
    At end of turn, tap all permanents you control.

    As i feel red in the +X/+0 and not in +X/+X (which is more green/white) its better to have it just increase power and give first strike, which is even better in combat.
    Powerwise its a Overrun like effect, and red got this type of cards a lot anyway but smaller normally.

    The drawback should be slighty bigger than to "tap all creatures you control", you will attack with all anyway, and this way the drawback is non existing. Tapping down all permanents might have a little more reason (as you cant have mana for spells and such) but its still a very small drawback.

    Goblin Caravan :1mana::symr::symr:
    Creature - Goblin
    3/3
    Whenever Goblin Caravan deals combat damage, discard all the cards in your hand, then draw a number of cards equal to the damage dealt.

    Well 3 mana 3/3 is allready good in red, and the ability is "allways" good for red as you draw into "3+" cards and you will ofcourse unleash all Burn you have each turn.
    For a goblin its even worser, as Goblins arent about this type of card draw at all. The effect has more of "Wheel of Fortune" so it could make more sence if you have it at Wizard (like the Wheel of Fortune Dragon).

    Grueling Metamorphosis :1mana::symg:
    Enchant Creature - Aura
    Enchant creature
    When ~ comes into play, sacrificie ~ if it enchants an tapped creature, otherwise tap enchanted creature.
    Enchanted creature gets +3/+3 and has reach.

    A little more wordy, but thats what you mean with your trigger i suppose.
    You want to play it on an untapped creature only, and than tap the creature.

    Powerwise thats quite something as its pseudo tap for green against enemy creatures (if you just need the final strike) or you enchant your own for the massive boost.
    Might be better at 2G to balance this flexibility.

    Paingleener :3mana::symb::symb:
    Creature - Vampire
    4/3
    Flying
    At the beginning of your upkeep, Paingleener deals 1 damage to each other creature you control. You gain life equal to the damage dealt this way.
    Whenever a creature dealt damage by ~ is put into a graveyard from play this turn, put a +1/+1 counter on ~.

    With the "vampire" ability the 1 damage is even better, as you give all your creatures a damage to get the counter if they die, so it makes sence to have 1 thoughness creatures die with the ability.

    Overall its a 4/3 flyer that can have a big lifegain if the board is full of creatures.

    Nari Conscript :3mana::symg:
    Creature - Beast Soldier
    3/3
    :symw:: Nari Conscript gets +0/+1 until end of turn and can block an additional creature this turn.

    It can't be Druid, simply because a Druid is a creature type that makes mana in some way (as flavourwise a Druid is an pseudo Wizard that cares for Nature and such).
    Its still a very strong Limited creature that can block a lot of creatures and is best in White decks splashing green.
    If you have 3 white you can block quite a number of enemy attackers, and at least create a "fog" against them.
    Posted in: Custom Card Creation
  • posted a message on Mechanical Trials
    Hallow (Put a -1/-1 counter on this spell for each color of mana used to play its mana cost.)

    I would like to have "Hallow" be an keyword for any permanent type. To do this i would introduce a rulez change as following:

    If a permanent spell with counters on it resolves, it comes into play with that counters on it.

    Simpel isnt it? This allows you to track abilities easier, and even allow you to use Hallow on spells that even use the counters while on the stack.

    A simpel idea what i mean for a spell:

    Blast of Hallow (2/R)R
    Instant
    Hallow
    Remove a -1/-1 counter from ~: ~ deals 1 damage to target creature or player.
    Destroy target artifacst.

    This allows you to play an shatter for 2 red and ping for a singel damage, or you play it as a 3 color spell to deal 3 damage and kill an artifact.

    Well flavourwise peops might get upset with -1/-1 counters on spell that act like charge counters, but in the end you just use the same piece of paper or dice anyway dont you? (so the name is kind of irrelevant anyway)

    But the use might give you a good number of spells that act like "kicker" to give a spell an extra with counters on it:

    Green Hallow (2/G)G
    Sorcery
    Hallow
    Remove a -1/-1 counter from ~: Target creature gets +1/+1 until end of turn.
    Search your library for a basic land card and put it onto the battefield tapped. Shuffle your library.

    White Hallow (2/W)W
    Instant
    Hallow
    Remove a -1/-1 counter from ~: Destroy target enchantment.
    You gain 4 life.

    Black Hallow (2/B)B
    Sorcery
    Hallow
    Remove a -1/-1 counter from ~: Each player discards a card.
    Exile all cards in each other players graveyard.

    Blue Hallow (2/U)U
    Instant
    Hallow
    Remove a -1/-1 counter from ~: Counter target spell unless its controller pays 1.
    Look at the top three cards of your library, take one of them in your hand and put the rest on the bottom of your library in any order.


    A problem i see with this design starting is that "hallow" works contra productive if the spell gets played in Mono Color, as you "want" the -1/-1 counters to have the bonus effects, its just good to make the spell cheaper (which might be good enough, especially if you can have both with Multicolor lands).

    But overall, great thing your Hallow ^^.

    Golems of Tilja :sym2w::sym2u::sym2b::sym2r::sym2g:
    Artifact Creature-Construct {R}
    Hallow
    Remove five -1/-1 counters from Golems of Tilja: Destroy target permanent and all other permanents that share name a name with it.
    10/10

    Well, seems to be quite nasty as its a 5 mana "maelstrom pulse vindicate" 10/10 monster that will punsh any "wither" damage in the face and eat little babies in the process (as you might run Wither damage yourself with this in mind).

    Really it would be "ok" as a 6/6, you never cast this card for 10 colorless, each deck has some kind of colored mana, and to be to, Reaper King costed most the time 7 mana to play (and than Vindicate the ass out of everything if you drafted enough Scarecrows).



    Flourish (Damage dealt to this creature is dealt into the form of +1/+1 counters.)

    Well in most forms this gets out of hand really quick, as theirs so much combo cards with +1/+1 cards, i just think of random damage dealers that will let the card grow insane (just think about Lighting Axe and such, or even Shivan Meteor as random ideas).

    Malignant Bane :1mana::symgw::symb:
    Creature-Fungus {U}

    Wither (It deals damage to creatures in the form of -1/-1 counters.)
    Flourish (Damage dealt to this creature is dealt in the form of +1/+1 counters.)
    0/2

    Here you see what i mean with the problem. You get a fast creature thats a lot better than "indestructible" as it grows with everything and its not really hard to get it to an insane size a turn after it resolves.

    Better skip this "flourish" idea, its way to broken with so many damage based cards allready around.


    Fliter (Use only mana produced from artifact to play this card's mana cost.)

    Their was a mechanic that looked for "basic land mana" which i kind of liked as it helps "mono color" to become better. Artifacts is ok if you go for a set like Mirrodin which had all the Talisman and Artifact lands, even add "Myr" mana and all this things.

    Requal, Sentient Tempest :3mana::symu::symr:
    Legendary Creature-Golem Advisor
    Fliter (Use only mana produced from artifacts to play this card's mana cost.)
    :symu::symr:: Copy an activated ability.
    4/4

    Well, the trigger is for sure "insane broken" so its out of question, just assume you a mana ability and copy it for each "storm" ? cmon thats a joke.
    Say its "Non-mana" ability, that its still broken with "untap" cards like Voltaic Key, and even if you fix even this, theirs still more that make it broken with pretty much "any" activated ability of "any" artifact.

    Ok a fix might be to simply give it a "cost" and just "fork" an activation with a UR cost. That is an potential combo piece too, but its not that crazy as your "storm copy" (i just think of something like Gilded Lotus and a way to channel mana, something like this).


    However, normally "Filter" is just a bad restriction that makes the card unplayable in Limited (as you have a lot of Basics naturally), its quite impossible to build a deck with 16 "non-basics" (unless you give out an 4th booster with only lands lol ^^, might be an idea for Limited ^^ a set with only "lands", manlands, land-spells, well that might even work).
    Posted in: Custom Card Creation
  • posted a message on Random Cards
    Quote from Kraj
    I doubt chosing modes for your opponent works in the rules


    You miss an very important thing here.

    The golden Rule is that card text wins against Game Rulez.

    If the card says you choose the Modes you simply do ^^, no real problem and its kind of cool, even if i see it a lot more in Black/Blue as the Mind warping color (as thats what the color combination is most about).

    More or less like an Word of Command it might work like :

    Rule of Manipulation UB
    Enchantment
    You choose the modes for all other players spells.
    You may pay any additional cost of other players spells.

    Funny as it is, this card would be great in sets with Entwine, Kicker and such. The extra comes that you can pay the extra costs for your teammate, or make some of the Entwine spells "bad" for the current board.

    However, its more a fun card than a real competitive one, unless theirs cards that twist its power (and theirs a lot of space for Entwine, kicker and "modes").



    False Promise - :symu::symg::symg:
    Sorcery
    Each opponent reveals his or her hand and casts a non-land card without paying its manacost. Than clash with each opponent. If you win a clash, you may copy the spell of this opponent, otherwise repeat this process, until each opponent can't cast a spell this way.

    The major problem of this card is that your opponent gets the giant spell and you ahve to choose the "target" as you play it, so the card is not in play. And this way you just get a random Boomerang and your opponent a giant thread.

    I changed the card a lot, as i think it could be a nice "Sub-Game" card.
    The card will give your opponent allways the big spell they want, but if you have success in the clash you get a copy of the spell (so their might be an extra change in the rulez, that a copy of a creature spell becomes a token copy of the creature as its resolves).
    With all the rulez covered, it turns out into a lot of clashes in Multiplayer games, like a big Eureka effect. And if you can't win the clash you give your opponent an additional card for free, but you at least another chance to win.
    Note that the card says "clash with each opponent", this means that you can lose against a singel opponent an still get another clash against the other opponents aswell, which can result in giant plays, but just in Multiplayer and only if you can keep a "Win/Lose" ratio against your opponents, which can go for Clash and reveal other cards all over.

    So in the end im sure it can be a lot of fun in Multiplayer games (at least in "giant" multiplayer games were a lot of cards get out of hand anyway).
    For normal duels you might rarely really have a reason for it, but its more a casual card anyway (like most "Eureka" effects).

    But i see a funny question come up with this card.

    *EXTRA BONUS:
    if an effect lets you "play/cast" cards, so you can't say its a land or spell, do you now say "cast" or still "play" ? its kind of both, i would even go for cast/play in the wording to cover them.
    Posted in: Custom Card Creation
  • posted a message on Help please w/"15" cards: 5 rare creatures, 5 common creatures, uncommon land cycle
    Arfentine Lawkeeper 1:symw::symw:
    Creature - Bird Wizard (R)
    Flying
    Whenever one or more creatures attack, their controller can’t cast spells until his or her next combat phase.
    2/5

    Sounds like Blinding Angel, as its nearly as annoying to play against this. It forces you to play your spells before you attack, and than you "can't" attack (as you can't play spells again "if" you attack), making it like an stronger blinding angel, especially because of the random vigilance you add.

    Overall its a very special card and the idea is great.

    However i would remove vigilance, as the card has a build in "fog" anyway, its something better than Blinding Angel and something worser (if they just dont need to play anything, or have instants to play in combat, than you are screwd).

    To get it more competitive (yes believe it or not, Blinding Angel is not played ^^), i would make its cost a down to 3, so the body alone is a advantage allready with 2/5 flying. However, making the ability symmetrical you wont really run it in a Weenie deck yourself (unless you are ok without playing any more non-instants).
    It will gain a lot more value for constructed, and the upgrade is huge for Control (they simply dont attack with it, just get the advantage till they are in a winning position).

    So i think i would switch to this guy instead of Blinding Angel, as the possible use actual exists (can even gain an beatdown combined with Doran and such, overall the possible uses get exponentiel higher).

    Carvali Shieldmate white mana
    Creature - Human Soldier (C)
    Brace (: Regenerate this creature. It doesn’t untap during your next untap step.)
    1/1

    Well a problem with brace is that the ability actual has the Tap symbol in it, and a keyword with an Tap symbol in its "text" is kinda bad allready (especially as its cost - gain, keywording this sucks).

    Here i would simply spell the ability out, making a keyword for it isnt worth the downside (if you really need it make it like "Domain - effect", so it doesnt have a real meaning, and especially doesnt use the reminder text with the mechanic).

    Powerwise the card is just like a random blocker, its still not really what i wanted to play as a 1/1 (as theirs little reason to play 1/1 creatures at all, unless the ability really gives a usefull support, like Exalted, mana or damage pings).

    Arfentine Guard :3mana::symu:
    Creature - Bird Soldier (C)
    Flying
    Brace (: Regenerate this creature. It doesn’t untap during your next untap step.)
    2/2

    Nearly the same, just flying, and will have brace on the offence, as its nearly immortal against decks that pack just a small amount of removel.

    Snipsneaker 1W
    Creature - Human Rogue (R)
    Spells cost 1 mana more to cast as long as Snipsneaker is tapped.
    Whenever an player plays a spell, untap ~.
    2/2

    Well, seems ok, even if its not really powerfull (taking that its dead in most cases, and decks that would play it dont really want to, ala faeries).
    Sphere of Resistance was a card that was special for decks that used lands to work around the drawback (City of Traitor, Ancient Tomb, all the Mana Artifacts of its day) so its more or less just one sided and with Smoekstack and friends keep the enemy unable to do anything.

    However this guy does a different job, it attacks and wants to slow your opponent as you untap and just give your opponent the drawback. Blue tends to run counterspells, so they allready have answers and the "taxing" is more a white thing in todays magic, so it might make a lot more sence on a white creature (and for white weenie its more valuable as they dont have counterspells and play a beatdown plan that makes the taxing better).

    Ok my change makes it white, cheaper and "not" unblockable, but at the same time adds an "untap" so your opponent can actual play a spell and that removes the taxing for "extra" spells (or its an good thing to you if you want to use it wiht Convoke and other abilities, especially Power of Fire or such).

    All in all, its again a push to make the card viable for White Weenie decks, and give possible combinations with other colors (Convoke and such) players can figure out.

    Bonegrubber :1mana::symb:
    Creature - Skeleton Warrior (C)
    :symb:, Pay 2 life: Exile target creature card in a graveyard. If you do, ~ gets +2/+2 until end of turn.
    1/1

    Scarred Vinebreeder was actual really bad allready, yours here is even worser. Better skip this idea with an Manacost, it just works out if you use a non-manacost (like pay 2 life or something).

    With the change i made the card becomes a good way to "hate" enemy creatures, get bigger doing this and still offer interactions with your own graveyard to get it huge.

    As the ability to remove enemy creatures is an advantage, a singel black might help to prevent abusing (means it wont get 19 power that easy).

    With the change its at least playable, doesnt mean to be really good, but at least.

    Soulstring of Guardians :3mana::symb:
    Creature - Horror (R)
    Whenever a blocking creature you don’t control is destroyed, return it to the battlefield under your control with a string counter on it and it gains "Sacrifice this at the beginning of your next end step unless you pay life equal to its manacost.".
    :1mana::symb:: Target creature with a string counter on it gets +2/+0 until end of turn.
    2/3

    Well, ok, i just changed the wording. It really looks like a "uncommon" to me, as it really works like a "Bridge" card to me, maybe for black/red. As its best you have Provoke or another mechanic that forces blocks.

    As its strange that your "string" creatures dies directly after you gained it, i added the ability to keep it alive for a life payment.

    Manacost wise i would prefer a singel black in the cost, as the card wants to interact with Provoke (which is mainly red, today green in terms of lure) and splashing might help.

    Battle-Rage Dragon :4mana::symr::symr:
    Creature - Dragon (R)
    Flying, Provoke
    Whenever a creature you don’t control blocks, Battle-Rage Dragon deals 3 damage to it.
    5/5

    So it simply will make 3 thoughness blockers "dead" and go for the flying.
    I dont really get why it has "first strike" if it will kill the blocker with the 3 damage blast anyway.
    Powerwise i want a dragon to be at least 5/5.

    As the ability wants to "force" a block, it might be good to give it Provoke (even if flying + provoke are not that super combined).

    Hellspark Charger :1mana::symr:
    Creature - Elemental Warrior
    Provoke
    Whenever Hellspark Charger attacks, target attacking creature gets +2/+0 until end of turn.
    1/1

    Sounds ok for a common. Here again it might be a good idea to give it "Provoke" if your set has a theme to force your opponent to block (or at least want that your opponent blocks).
    With provoke it becomes a 3 damage removal on a body, or it makes a big creature bigger and forces the blocker to block this small guy instead, making the card a lot more usefull and tricky.

    Stalwart Arbor-Guard :3mana::symg::symg:
    Creature - Treefolk Soldier (C)
    Brace (: Regenerate this creature. It doesn’t untap during your next untap step.)
    At the beginning of your postcombat main phase, if Stalwart Arbor-Guard is tapped, add green mana to your mana pool.
    2/4

    As theirs no longer manaburn, skip the "may" to the mana ability, you just add it as theirs no negative for it any longer.

    Reminds me of a Snake of Kamigawa beside this.

    Stampede Elemental :1mana::symg::symg::symg:
    Creature - Elemental (R)
    Trample
    Whenever three or more creatures attack, put three +1/+1 counters on Stampede Elemental.
    4/4

    Well for a rare its really bad, as it start so small and its just "ok" if you get it to 4/4.
    A creature with that much green has a standard 4/4 size today and the card is even just "ok" if you get it to 7/7 with your first attack.

    Just compare it to the Wilt-Liefe Liege, which is 4/4 which an easier manacost, grants +2/+2 to your GW guys AND has the Dodecapot anti.discard ability.

    A cool fix might be to look for any "three" creatures, no matter if they are from you. This way your opponent might stay home with creatures to prevent a trigger, and it works even better in Multiplayer games.

    A creature with tripple green should really have a body thats worth its cost.

    LANDNAME
    LANDNAME enters the battlefield tapped unless an opponent controls a tapped nonland permanent.
    : Add green mana or white mana to your mana pool.

    Well they are allmost allways tapped, its just good if they somehow attack you (which means turn 2,3 as its best), or against random non-land mana sources.

    However, the design isnt worth it for this "random" part, you can't really control if its tapped or untapped, and thats a major point.
    Posted in: Custom Card Creation
  • posted a message on A snake that swaps
    Well the idea is for sure not bad and its not imbalanced at all.

    The ability can be good for "mono blue" or just to switch lands that give an disadvantage to your opponent.


    Instead of the activated ability, it might work "better" as a ComesIntoPlay swap all.

    Mistmover Serpent :4mana::symu::symu:
    Creature - Serpent (R)
    Mistmover Serpent can't attack unless the defending player controls an Island.
    When ~ comes into play, exchange all lands you control with all lands an opponent controlls.
    When ~ leaves play, each player gains control of each permanents they own.
    6/6

    This way it can be played with Mana Acceleration artifacts and sacrifice lands before you play it, as you dont need to change on a 1for1 basis theirs more room to get an real advantage with it.

    In the end its still the random blue "serpent" that doesnt see play, but who knows if this card wouldnt be cool in "slow" multicolor formats.

    With the "Leaves play" trigger i just thought it could give some more possible interactions, even if the "Brand" mechanic got a big punsh in the face with the M10 rulez changes regarding tokens and its "owner".
    Posted in: Custom Card Creation
  • posted a message on Enemy Color Block(Glyphed)
    Glyphed Beast :4mana::symg::symu:
    Creature - Beast (R)
    Trample
    Whenever Glyphed Beast deals combat damage to an opponent, draw a card.
    4/6

    Sounds incredible boring as a "Rare", as the abilities are kinda "vanilla" for blue/green.

    Theirs an idea to make the card draw you do in a keyword, named "mindlink", and i would make it like Lifelink is in M10 (as WotC would change it to this anyway).

    Instead of a trigger, the "punsh" should directly give you the effect, which means:

    Mindlink - If this deals damage to an opponent, draw a card.

    Easy actual, and makes text a lot shorter to give more space for abilities to make the card "Rare" worthy:

    Glyphed Beast :4mana::symg::symu:
    Creature - Beast (R)
    Trample, Mindlink
    Graft 5
    Return ~ to its owner's hand: Return target creature to its owner's hand. Draw a card.
    0/0

    Well its just me, but i liked Graft a lot, and its the strongest Blue/Green feeling for me (simply because blue tends to use Knowledge to get stronger, and green grows just natural, Graft gives an combination of both and has a good interaction due to +1/+1 counters with a lot of mechanics).
    For the card you get a 5/5 card that can allways rescue itself and bounce a creature together with card draw. And with M10 stack rulez, the unsummon loses a lot of its "damage stack" power, and graft gives the option to use as many counters of it and than return it to replay, which can grant Vigilance to this guy and allready work godlike with Kitchen Finks and other Persist creatures (beside that it plays like an Capsize against creatures).

    With the upgrade for sure a powerfull rare and peops can be happy to play with it.

    Cortesivian Cleric :1mana::symw::symb:
    Creature - Human Cleric (C)
    : Prevent the next 2 damage to target creature or player. If damage to a player is prevented this way, an opponent of that player loses that much life. If damage to a creature is prevented this way, another creature gets -1/-1 equal to the damage prevented this way.
    1/1

    Well, i would put both abilities in one, as the choice of 2 tap abilities is allways a little bad (as you natural play the stronger and ignore the other) and prevention seems to become a little worser (as i feel it right now) with m10 rulez without the dmg stack.
    In the end its a healer that will drain the healing from your opponents life, or kill a creature (as it drains life essence).
    Should have a great flavour and feels like an Healer that uses dark power to become stronger.

    Rootglyph Sight :xmana::1mana::symg::symu:
    Instant (R)
    Scry X then reveal the top card of your library. If you reveal a creature card you may play it without paying it's mana cost.

    Well, a problem is that this card favours X=0 as you will know what you have on your library anyway if you play this card (Brainstorm and such), and in this case you get a cheap Game Winner, say Progenitus or something, which isnt that much fun.
    X Spells play best if they actual become "stronger" with more X and not reversed (its just strange), and in the end you could make this card just green, as it only really cares for creatures.

    As i favour Graft, i would connect the card to exactly that:

    Rootglyph Sight :xmana::symg::symu:
    Sorcery (R)
    Scry X and put X +1/+1 counters on target creature, than reveal the top card of your library. If its converted manacost is less than the number of +1/+1 counters on all permanents you control, you may play it without paying its manacost.

    Slighty changed the card to use an effect thats allways usefull, and you need to play a lot of +1/+1 counters to get it allways to play the card for free, and you want to use a big X to ensure to get a big spell and a giant creature with the effect.

    Rootvine Grasp :symg::symu:
    Enchantment - Aura (C)
    Enchant creature
    When Rootvine Grasp comes into play, tap enchanted creature.
    Enchanted creature does not untap during its controller's untap step.

    Well, blue can do this, but the card looks more like a Blue/White card, as this colors care more about "tap/untap", green doesnt at all (maybe about tap for creatures in form of paralyzing poisen, but its still more white).

    So if the flavour uses the "paralyzing" poisen it might have a reason in Green/Blue (powerwise its just removal, slighty worser than the one in Alara Reborn).

    Rootvine Seer :1mana::symg::symu:
    Creature - Merfolk Wizard (C)
    When Rootvine Seer comes into play, Fateseal 2.
    1/3

    Fateseal fits "Blue/black" as the mechanic is a lot about manipulating the enemy mind (which is like Discard, Carddraw and all this).
    For power lvl theirs the 2BU guy in Alara Reborn that can even cycle for just a singel mana, and its 3/3 (and artifact) but it just changes just the order of the library (3 cards) cant put them on bottom.

    But overall still good enough if you can have your opponent screw for 2 more turns, or get the removal away for this turn.

    Compulsive Thoughts :2mana::symu::symr:
    Sorcery (U)
    Draw 5 cards, then discard two cards at random.

    Here again, theirs the one with draw 7 and discard 3 allready, and its actual not really bad (even if its still very underdrafted).
    Makes sence if the color is about a graveyard mechanic, like Grixis is with Unearth.

    Rotbreath Thalid :3mana::symb::symg:
    Creature - Fungus (U)
    During your upkeep, put a spore counter on Rotbreath Thalid.
    Remove three spore counters from Rotbreath Thalid: Put a 1/1 green Saporling token into play.
    Whenever Rotbreath Thalid goes to the graveyard from play, target creature gets -X/-X until end of turn. Where X equals the number of spore counters on Rotbreath Thalid.
    3/4

    Sounds quite bad actual, as their so much better allready.
    A black fungus had a -X/-X allready for just 1B , and was more or less playable in Limited.
    Your card here somehow doesnt do something else, its just slighty faster and must die to get the removal.
    Posted in: Custom Card Creation
  • posted a message on Red damage, black graveyard stuff
    Bonded Servitor :2mana::symb:
    Creature - Imp (U)
    Flying
    If Bonded Servitor would be destroyed, regenerate it and you lose 3 life.
    3/1

    Simpler and shorter.

    Still a deadly powerfull card, as a 3/1 flyer in black is allready playable for Limited (and quite good to start a damage race) and keeping it alive gainst any destruction is a big advantage, the life lost is just a "cost" thats allways worth it, but might be ok to have it in a set that somehow uses -1/-1 and such to kill it (or a number of 4 thoughness flying blockers, OR something like the Alara Archer to ping it each turn).

    Death Junkie :2mana::symb::symb: [needs a real name]
    Creature - Zombie (R)
    Haste, Persist
    At the beginning of your upkeep, exile Death Junkie unless you remove a -1/-1 counter from it.
    4/2

    Sounds like it could be done with persist better.

    Cadavergeist :3mana::symb::symb: [repost, see below for question]
    Creature - Spirit (R)
    Flying
    When Cadavergeist is put into your graveyard from the battlefield, exile it. If you do, return target creature card from your graveyard to the battlefield. That creature gains this ability.
    2/3

    Well, its simply to much combo, especially with 2 power it will have Reveillark like interactions, your "if you do" protects this at least (you just warp all creatures from your graveyard into a giant sacrifice chain, that will simply win).

    Might make more sence if you add a cost to the ability, maybe "pay 3 life" or something, so its at least limited a little (still combos easy to win).

    Keeper of the Damned :2mana::symb::symb::symb::symb: [repost, see below for question]
    Creature - Demon (M)
    Flying
    At the beginning of your upkeep, sacrifice another creature, if you can't sacrifice ~.
    When Keeper of the Damned is put into a graveyard from the battlefield, target opponent returns it onto the battlefield and loses 8 life.
    8/8

    Its a lot better if you make it "sacrifice another creature" and just sacrifice it when you can't sac another, and get away the trample.
    In this case it could be a good idea to play it just to give your opponent and than keep all other creatures away from the board.

    With the changes it becomes an big finisher, that will either "hit" just once and eat 8 life when it switches control (might be changed to "half life" or something if its too much).

    In the end its a card that commits a lot to black, and forces you to run "less" creatures to get the sacrifice, or use sacrifice and removal to give it to an opponent just for the life lose, making it playable for beatdown as a finisher, combo (if they can sacrifice it and kill it on the opponents side), and even control (as they play removal natural).

    Thunderstorm :3mana::symr:
    Sorcery (U)
    Thunderstorm deals 6 damage divided evenly, rounded down, among all creatures target player controls.

    So 6 to a singel, 3 to 2, 2 to 3, or 1 to 6 creatures.
    Well, most the time it might go to trade 3 on 2 in which case you might just play a real removal ala Firespout, and against many creatures Volcanic Fallout is your friend.

    In the end its like you would divid the damage yourself, just worser as it limits you (Firestorm was cool of the divid burns).

    Alternate Thunderstorm :2mana::symr:
    Sorcery (U)
    Alternate Thunderstorm deals 6 damage divided evenly, rounded down, among all creatures.

    This change just changes the card that you play it "without" creatures of your own. Still has the same problems anyway.

    Crimson Dragon :4mana::symr::symr::symr:
    Creature - Dragon (M)
    Flying
    Whenever Crimson Dragon deals combat damage to a player, it deals 6 damage to each creature that player controlls.
    6/6

    Well, could easy be a Inferno on your opponent if its hits, just to take a better flavour.
    Powerwise its still worser than a Flameblast Dragon (which will just win the game with a singel strike and kill blockers with its blast), this card plays more like a Finisher against any creatures based deck if you can connect to the player, powerwise deadly if its hits, but in fact it rarely will (especially with 7 mana in a field full of fast decks and removal).
    Posted in: Custom Card Creation
  • posted a message on Would this break standard?
    Its out of color, and unsure about Standard.

    Its for sure a powerfull Dark Ritual for Storm decks, simply because the number of "fast" Mana RItuals directly effects the speed of them.


    Red is the color of Mana Rituals today, as its the "one-Shot" color, green is more about long term growth, so the Wineyard is what green would get, a constant stream of GG mana and the like.

    An option to give green "pseudo" Rituals are Early Harvest like untaps, as green has Wild Growth and the like it will produce mana doing so, especially visible in the Heartbeat of Springs decks (which were quite playable in Standard and Extended in its days).


    So would it break Standard? Dont think so (mainly because boosted creatures just force more fast removal in the format).

    Is it green? No.

    Is it "fun" ? Not really (Noble Hierarch is a better green card, together with mana creatures and land fetchers).
    Posted in: Custom Card Creation
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