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  • posted a message on Does this seem like a fairly balanced Planeswalker?
    For a planeswalker she misses an actual win option.

    Its just utility so far, which could be a enchantment.


    3UU
    Starts at 3 loyalty
    +2: Scry 2, then draw a card
    -3: Mystical tutor
    -9: Future sight emblem


    Also i do not know why you made the two abilities, i would pretty much allways go +2 all the time, even the ultimate seems to be kind of "worse" (or at least very similiar, as its just card advantage).


    Look at the new blue one, it has an way stronger emblem like yours, but actual one that is "new" and feels kinda crazy (so players are giggly to get it and find ways to get it more quickly).


    Mystical Tutor on a 5 mana card is also very unimpressive, just feels totally out of place if the card has a card advantage ability anyway.


    Also i am unsure if a planeswalker should have a keyword like Scry, but that might be ok, as it was done in a core set and "somehow" has a status to be a possible everygreen.


    So overall, its a utility card, and the +2 alone is super strong, but it does not feel like a planeswalkers and misses a lot that planeswalker should "actual" do (which means, reflect a idea of magic, each planeswalker is like a complete magic deck in itself, in a narrow form).
    Posted in: Custom Card Creation
  • posted a message on Bread for all & Ice rapier
    Quote from EpicBroccoli
    Is it supposed to be Destroy? Sacrifice is the more common wording.


    Flavourwise "destroy" makes kinda sence, as the object really "breaks" on the target (an imagine would show that a lot better i think).


    Bread for all white mana
    Sorcery (C)
    Each player searches his or her library for a basic land card and put it onto the battlefield tapped. Then shuffles his or her library.

    Do not like that in white. Its really a green thing, this could easily work as a green card, as we have this kind of rampant growth allready in green (XGG for X basics).


    In white the only real justification is the "equal gain" (ala balance) which is a very very small thing, and more often used to let you catch up instead of giving everyone a gain.

    Tithe and the like are good examples for this "catch up" thing, but yours is truly a green card (everyone gains something is done on a bunch of green spells mostly rare though).



    Ice Razor 1 mana
    Snow Artifact - Equipment (R?)
    Equip 1 mana
    Equipped creature gets +3/+0 and deathtouch.
    Whenever equipped creature deals combat damage, destroy ~.
    Whenever you cast a snow spell, return ~ from your graveyard to the battlefield.
    I would remove snow mana, and just make it a "Snow permanent" itself.

    Maybe just let it "rebuild" itself in a "blizzard" (aka snow spell).

    While your "skip untap" seems nice to reflect damage to a player, it might just work as deathtouch to reflect its "sharp" part.

    As it is, it might even see play in a infect deck or the like with snow lands to get it back, a deck were the power boost comes in handy aswell.

    Maybe another mechanic beside "snow" can reflect the ice idea ; could make sence to simply connect it to "islands" as a snow/water idea, but i struggle to get a good one thats not "snow".
    Posted in: Custom Card Creation
  • posted a message on Some Wedge Stuff and a New Mechanic
    Quote from silvercut
    AKA:
    Put the top three cards of your library into your graveyard, then return three cards from your graveyard to your hand.


    Which is not half as fun as the decision version.

    Cards like Footbottom Feast are worded that way because they target and can return "any number". If the amount being returned is set and the amount being drawn is set, then there is less and less reason to use that format. Doubly so if the amount be returned and the amount then being drawn are exactly the same.

    If it is untargeted because of need to interact with self-mill, then there is even less use for that format.


    The thing to "ignore" target is just that you have the option to choose what you want on resolution.

    The possible cards to target from your library are not in your grave before the card resolves, you do not even "Know" them.


    So in case they are 3 lands, i will gladly take 3 cards from my graveyard.

    If i have no graveyard, i just draw 3, BUT if that card is something like dredge (were you can simply make more mechanics that kinda work like it, does not have to have the self mill, replacing the draw and maybe pay life, less abusive, works aswell).

    Also triggers stuff that cares that its "milled" from your library, in case a mechanic wants to actual use that.

    *I am a fan to keyword "mill" anyway, everyone knows what it means, and if you do not, it takes 5 seconds and you get it (Millstone you know).


    On top of that i enjoy how the card plays way more than just putting the top three in my hand (or 3 from the grave) its just relaxing to grab the top three put them in the grave and "then" decide.


    Big one is also if you can "replace" the draw (not necessary with dredge, also have the "Words of" enchantments and stuff like that) ; then you gain the tripple reclaim (not necessary on the cards you mill, but in case you want that for miracle, go ahead, put them back as you want).


    Not having a target does not seem to be a problem, especially as the card does not work in its full glory if it must have 3 targets (which makes it MUCH worse, as it can actual "fizzle" against graveyard removal, which sucks enormous).


    What could work is to exile the top three cards and 3 from the grave, then let the player pick 3 to put back on top.

    Stuff like this:

    Life Lessons :symu::symg::symb:
    Sorcery (R)
    Exile the top three cards of your library and up to three target cards from your graveyard. Choose three cards and put them back on your library, the rest into your graveyard.

    That has "more" text than the other version and not no interaction with "self-mill" / "drawing", overall feels way less "UGB" , as it is a work around to get a similiar effect, but neither color really uses this kind of mechanic.

    Well maybe Blue with Three Wishes, but thats very old (and actual just a worse draw 3 for just one turn).


    Life Lessons :symu::symg::symb:
    Sorcery (R)
    Put the top three cards of your library into your graveyard. Then put up to three target creature cards from your graveyard on top of your library and draw three cards.

    Like that less, the target is "more text" for less options, restricts the card in a way that seems to make it "more boring".



    However, if theres a version i miss you might mean, just give me the hint.
    Posted in: Custom Card Creation
  • posted a message on Sick Green Uncommon?
    Quote from IcecreamMan80
    Craterhoof is game as early tempo beatdown, but midrange or lategame it's next to a deadcard. Against control it might also be a tempo loss.

    When I said he is less viable than say Cudgel Troll (which was just an example if I have to pick an uncommon)
    Reasons why Craterhoof is either a dead-draw, or just a 1-for-1, versus Cudgel Troll/Karstoderm/etc.
    1) Opponent has a bigger beater (mirrors)
    2) Opponent has no creatures (control/combo)
    3) Opponent creatures have shroud/hexproof (Dungrove Elder, Troll Ascetic)
    4) Opponent creatures WANT to die (Reveillark)

    The number of times Craterhoof is a dead draw outweigh the first few turns that he is a tempo monster.
    Craterhoof is AWESOME. Don't get me wrong. But he is only Skinrender awesome.
    He is a beast against Zoo (hit their steppe lynx), goblins (hit that lord), vampires, elves, maybe many others.


    Well what you say is constructed ; were green has not the largest **** around.

    In limited, creatures actual "rarely" get over 4/4 ; so you will in fact pretty much allways go as the winner ; and mostly beside that at least trade.

    If they have the dragon size "rare" around, it wont help you, but chances are high that they will have something else around.

    If everything goes wrong, you hit your own guys.


    Which gets me to the idea that this guy should simply "gain" something from the fight, so it makes sence to beat your own.


    Craterhoof Yearling 2GG
    Creature - Beast (U)
    When ~ enters the battlefield, it fights target creature.
    Whenever ~ kills a creature, put a +1/+1 counter on it.
    4/4

    *Kills just the short for "creature dealt damage by ~ is put into a graveyard" (in the respect of dies).


    Yea, thats small, but you can hit your own guy and "hopefully" get an effect from that aswell.

    In worst it upgrades to a 5/5 , which is quite a size on a 4 drop (especially if that ones also trades 2:1).


    But the fact remains, if they "only" have a 5/5 or larger, and nothing else, than this guy sucks (like Skindrender and kavu suck when nothing is on the field).
    Posted in: Custom Card Creation
  • posted a message on Flickering Vengeance, Jeweled Ants, etc
    The Ants are important to have a rarity.

    As rare it can be "enormous".

    As it is, its a pretty good common, underwhelming for uncummon.
    Posted in: Custom Card Creation
  • posted a message on Twist to Ball Lightning
    Quote from Morimacil
    Lightning Ball RRR
    Creature (R)
    Trample, haste
    At the beginning of the end step, sacrifice Lightning Ball.
    Unearth RRRRRR
    5/2

    This looks more manageable, and more playable.
    The 5 cc monstruosity is too slow for older formats, unplayable in standard until gut shot rotates, and probably format warping in block.
    Possibly unplayable at all though, since aggressive red decks dont usually support enough lands/manasources/manipulation to consistently get to 5 mana on turn 5.


    Well problem i see is simpel.

    You just did a "worse" hells Thunder.

    Sure you would play that, its a piece of damage.

    But the brutal unearth cost of CCCCCC should get more, it has to get something that makes it worth that insane cost ...


    Lightning Ball RRR
    Creature - Elemental (R)
    Trample, haste
    At the beginning of the end step, sacrifice ~.
    Unearth RRR
    6/1

    Using powercreep i could even see this.

    Its Ball Lightning upgraded.

    "Fine somehow" , brutal strong for sure, the boring stuff is, 3 mana is just too less to justify that.

    Lightning Ball RRRR
    Creature - Elemental (R)
    Trample, haste
    At the beginning of the end step, sacrifice ~.
    Unearth RRRR
    7/1

    Better ?

    Kinda, at least 4 is a lot.

    We have "Koth" after all and plenty of powerfull stuff at 4 mana ; but here we have the edge of a "real" mono red card, not just one that wants to be.

    Sure this card would be auto-playable, its the piece of card thats just "good" and screams for a burn deck, and the format would NEED to have instant speed removal, otherwise this card just wrecks them all, and just gets nuts in a dedictat burn deck.


    At 5 red we have Demigod of Revenge, that guy was crazy, easily 10 damage worth of haste damage right to the face ; and every topdeck could just be another round of Demigod Pawnage.

    It was perfect at 5 ; you could just win casting Demigod after another.


    So for 5 red you get a hell of power, and as said, its not easy to make a card thats worth the mana and still fun.


    At 1-4 mana we have plenty of Ball Lightning cards allready, its just swinging bunch of keywords around, but they hardly change at all.

    5+ is more difficult, especially as the mono red decks obvisious tend to be "burn" decks, its like thats the only thing the color really is worth for.
    Posted in: Custom Card Creation
  • posted a message on Some Wedge Stuff and a New Mechanic
    Quote from foo_intherain
    UPDATE:

    Evergreenish Keyword: Sturdy aka Protection from Wrath of God, Tempest of Light and Pyroclasm effects.

    Sturdy (This permanent can't be dealt damage or destroyed by spells and abilities that don't target it.)

    I think this has been done a few times before I'm sure, but was wondering if the flavor was on?


    Well making a worse indestructible is not really good.

    Sure, first strike is "worse" double strike, but making an effect thats just plain "worse" than its precedessor is kinda bad.

    What you did is done in many "different" ways, the persist/undying mechanic is ment to make the creature "sturdy" , protection does that, and indestructible anyway.

    In fact, regeneration is something that more and more gets replaced by "indestructible" , as its easier (does not have the, remove from combat, tap this, remove damage crap that all the newbs played wrong anyway).

    Indestrictible is simpel. It is destroyed ? No it is not.

    Thats it.

    Your mechanic seems to be like a kind of protection against effects that actual rarely happen outside of constructed.

    Limited has a very small number of board sweepers for a reason, point removal is king and "fair" (1to1 trade).


    Making that kind of mechanic seems to be not really a good idea and it does not add interaction.

    Persist and Undying are awesome because they just "work" and you can play around with the counters a lot, abuse EtB stuff and all that things (which are dangerous aswell, as we see for persist and the many problems with it, while Undying is less problematic, but the stronger mechanic to start with).
    Posted in: Custom Card Creation
  • posted a message on Some Wedge Stuff and a New Mechanic
    Quote from foo_intherain
    Life Lessons xGUB
    Instant
    Put the top X cards of your library into your graveyard, then put that many cards from your graveyard on top of your library in any order.
    Draw a card.

    ??


    Well making it X is for sure better for all the EDH gang.

    However, might be just me, but the cantrip bothers me, i kinda want it to be symmetric, do X, put X back, draw X ; just cantrip makes it XX1 do not enjoy that.

    Also i do not see it as an instant, reclaim and the like work as instant, the effect is small enough and you "can" use it to rescue a card against grave removal, or simply cast it after your stuff died (which works especially for reclaim).


    However, to squeeze X=1 out it, you pay 1GUB ; quite underwhelming at 4 mana to get this effect (which literally is mill 1 and regrowth).


    I favourise the 3mana, 3mill, 3reclaim, draw 3 ; kinda works best just for the numbers.

    Powerwise its good aswell, but i hardly see it be totally broken (even as it can chain into each other, and do that with Manamorphose for example is quite a deal and potentially a combo, but is that so much more problematic than any other Storm combo around ? Be it TimeSpiral, Dragonstorm or anything ?).


    5 might be the more "correct" cost to catch it as a 333 effect (still good enough, but manacost is not as pretty).

    Maybe stick to the hybrid cost idea and give it a go for 6 (might look better anyway).



    Life Lessons (U/G)(U/G)(U/B)(U/B)(B/G)(B/G)
    Sorcery (M)
    Put the top three cards of your library into your graveyard. Then put three cards from your graveyard on top of your library and draw three cards.

    Thinking about it that might be it. 6 is expensive, but after all its a strong effect and as memtioned it has some potential to go "combo mode" with Rituals and Manamorphose (kinda like the combo with Pyromancers Ascension, to loop Nixious Revival with manamorphose).

    But thats problematic ? I think for 6 mana thats totally fair ground.

    And damn i kinda love that manacost which seems like a "wave" of mana.
    Posted in: Custom Card Creation
  • posted a message on Twist to Ball Lightning
    In fact we had the big ball lightning with a giant kicker ; which was kinda fun, but so expensive you could not really use kicker at all.

    Elemental Appeal was "fine" and 4 mana => 7 damage is still quite a number, Blistering Firecat was a "house" like Ball Lightning was in its time.


    But right now, we just have so much stronger creatures, that a drawback like the one-hit wonders do not really make the cut.

    What i allways enjoyed like hell was Demigod of Revenge, that felt so damn good as a card for 5-times red ; it was a top notch finisher (while also being black).


    This ball lightning suffers a lot from the Gut Shot removal around, especially as nearly all removal that is played costs just 1 mana (bunch cost 2, but nearly none is more expensive, unless its the flexibility to do other stuff aswell).



    SOOO, this means it can be a totally stupid strong card, IF you hit with it, which should be difficult but rewarding.


    Electrocolypse RRRRR
    Creature (R)
    Trample, haste
    At the beginning of the end step, sacrifice ~.
    12/1

    Might be just me, but 12 seems like a really fair number.

    For 5 mana you really ask for a lot, and as it hits just 1 time, the effect must be huge enough to justify that.

    Expensive Ball Lightning also suffer from the fact that they lose the "early game" advantage, your opponent will be a lot more prepared with removal and blockers (especially annoying first strikers or even double striker; even lifelink blockers are just annoying).


    Yea, 12 seems ridiculous much, but it has to justify all that and be a "high risk, high reward" card.

    If your opponent can do "nothing" to stop it, they eat a lot, or it totally fizzles into nothing.


    Super difficult to make this card work thats for sure.

    Either its just too expensive, no matter how big, or its just too easy and spells 20 damage.


    One is sure, heavy mono colored cards should have a "HUGE" upside, as nearly nothing in magic right now really pushes you to play a mono colored deck, its all about multicolor or at least 2 colors ; mono is just way underpowered and ironically a CCCC card is WAY harder to cast than a multicolored one, thats how far we are into the pool of color nightmares.
    Posted in: Custom Card Creation
  • posted a message on Some Wedge Stuff and a New Mechanic
    Quote from Dahammer
    Life Lessons: REALLY POWERFUL! At least it doesn't have dredge...


    I think so aswell.

    Would make it not hybrid but a 3 mana card:

    Life Lessons UGB
    Sorcery (R) (M?)
    Put the top three cards of your library into your graveyard. Then put three cards from your graveyard on top of your library and draw three cards.

    Its just me, but its a kind of cool card that combines so well the more narrow effects you get in the colors otherwise.

    Reclaim, Regrowth, Concentrate, Bone Harvest.

    Somehow this does everything i would like in a UGB Recurrsion deck, and its just a powerfull card.

    In worst case you just draw 3, with any cards in the grave i can choose what i want back, like a tripple regrowth.

    Mono green can get a Regrowth effect, so the combined power of black, blue and green should get more (kind of like Snapcaster on a spell, taked with Eternal Witness, taked with Gravedigger, somehow its "THE" color combination of getting cards from the grave back).


    Powerwise this could easily be 5 mana and still do its job, but i feel like this could be a prime example of the UGB color combination, as it does such a good job (its just a multi format all star, like Pernicious Deed and all the like).

    *Like it enough to include it in my custom card cube ^^
    Posted in: Custom Card Creation
  • posted a message on [AVR] DailyMTG Previews 4/17: Entreat the Angels, Demonic Rising, etc.
    Quote from Giodante
    You can cast Liliana of the Veil in mono-black.
    You can cast Garruk Relentless in mono-green.
    You can cast Tamiyo, the Moon Sage in mono-blue.
    You can cast Tibalt, the Fiend-Blooded in mono-red.

    BUT in order to cast Sorin, Lord of Innistrad, just white isn't enough. You need black as well.

    I'm arguing that frustration over white getting better cards and black "getting the shaft" isn't particularly warranted right now.


    They do not like black.

    Sure we get bunch of random "mono black" cards that still suck mostly, and black still has the major deal with enchantments (while white gets insane strong point removal and its own Vindicate Ring).

    Time for another "Torment" set full of black goodies ; Time just repeats ...

    *Currently even Phyrexian is multicolor, the former black poster.
    Posted in: The Rumor Mill
  • posted a message on Balanced Mental Misstep(?)
    Quote from Boros Dimir
    MUC dont need more 0 mana counters.

    MAGIC DONT NEED ANY MORE 0 MANA COUNTERS.

    if you want to counter a first turn threat play gut shot. foil. force of will, disrupting shoal.

    Countering a spells without paying any mana for it is a very powerful ability, thats why it always comes with a strong drawback life will and foil and shoal.


    Well the drawbacks are not that "big" , as each was at least played, the major ones are at least problematic.


    Sure a counter for a 1 drop is totally possible, and "Daze" might be the only free counter that actual works somehow (as you can avoid it, and somehow it makes intresting situations, at least in my view).

    However being on the play means you have an advantage, if blue can counter your stuff even before they drop a land its just annoying.


    To be said, Mental Misstep is not "too strong" per se, its just too good in exactly the format that has the major amount of 1-2 drops.

    If a free counter can counter allmost all the important cards in your format, its just way too good without a real drawback.

    In any other format, misstep targets the small amount of stuff it is supposed to target, and thats "fine" (still good, but not problematic).


    Mental Misstep was especially nuts in Legacy as you could use it in every deck and guarantee a hit and allways have an edge doing that.

    Everyone plays 1 drop, everyone runs Brainstorm, Duress, creatures, Stifle and what ever, Misstep could hit so much that it was crazy.


    So the idea to counter 1 drops is not bad, but its a problematic card in a format that so much works with 1-2 drops like legacy does (and thats why its banned).
    Posted in: Custom Card Creation
  • posted a message on [AVR] Vexing Devil
    Quote from Raalic
    For the record, I don't dislike this card. Nevertheless, if you need 2 cards to make 1 card good, they better be Time Vault and Voltaic Key. Or Dark Depths and Vampire Hexmage. Vexing Devil plus the WR utility land = 4 dmg (or 0 with removal) because no one is letting it hit the battlefield.


    Thats not "good" TimeVault + Untap is ridiculous stupid ...

    Among the most idiotic things in vintage.
    Posted in: Rumor Mill Archive
  • posted a message on [AVR] Manadeprived.com - Appetite for Brains
    Its a bad card no matter what.

    The 1 mana discard spells are good to get stuff away "early" ; late game you have other options.
    Posted in: The Rumor Mill
  • posted a message on Return to Ravnica Ideas
    Deep Shadow Disciple 3green mana
    Creature- Elf Shaman (U)
    When ~ enters the battlefield, put target creature card from your graveyard on top of your library for each B spend to cast it, then draw a card.
    3/3

    Kinda bad if the green part is a ugly 2/2 for 2G on uncommon.

    With black it becomes a gravedigger, which is common at 3B.

    Maybe up the ability to care for "each" black mana.

    Without black its still a 3/3 that cantrips for 3G ; which is fine.

    With black its for sure a strong card in limited and "might" do the job in constructed if black/green is a real deck.

    Exhaust Weird :3mana::symr:
    Creature- Weird (U)
    Shroud
    When ~ enters the battlefield, creatures can't block this turn, then sacrifice it unless blue mana was spent to cast it.
    5/1

    Shroud might be outdated with hexproof (and that seems to be true as we did not get another shroud card with hexproof around).

    Irgnoring that its a pretty strong creature that acts like a lava axe with a alpha strike on it ; and keeps hitting them over and over.

    If i stick with the idea to increase the effect for each colored spent it would look like this:

    Exhaust Weird :3mana::symr:
    Creature- Weird (U)
    Haste
    When ~ enters the battlefield, target creature can't block this turn for each R spent to cast it, then return a creature you control to its owners hand, unless U was spent to cast it.
    5/1

    The self bounce might be tricky to get it back over and over, maybe you really want that effect, which means the blue acts as a drawback.

    Also i would use haste instead of shroud, somehow this card really wants "haste" to go to the town right away with its can't block effect.

    Soul Audit :4mana::symw:
    Sorcery (U)
    Exile target creature. If black mana was spent to cast Soul Audit, search that creature's controller's library for all cards with the same name as that creature and exile them. Then that player shuffles his or her library.

    Hard removal in mono white seems wrong. Sure we get Path to exile, but thats a card "made" for constructed and it kind of spits on the color pie (to give white insane removal, while black deeply wants that).

    Maybe you just make it a simpel and easy "flicker" effect in white, and add the black to it.

    Soul Audit 2white mana
    Sorcery (U)
    Exile target creature. Return that creature to the battlefield, unless B was spent to cast ~.

    That might do the trick.

    Its die hard "terminate" for 1WB which feels fine, and without black, you can use it on your own stuff to get some auras away, or safe them.

    Seems like a crazy elegant card.
    Posted in: Custom Card Creation
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