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  • posted a message on Zombie Mana Dork: Undead Ingester
    Quote from Amardarial
    or how about

    Zombie Ingester 1B
    Creature - Zombie (C)
    T, Discard a creature card: Add B to your mana pool.
    T, Exile a creature card in your graveyard: Add B to your mana pool.
    2/1

    Use one to fill the other....and yes the 1st can fuel random reanimate stuff, but so can a lot of other stuff far easier so...*shrugs*



    Just a wording thing, i prefer the one on the "Shards" in Mirrodin if they have 2 different costs for the same effect:

    Zombie Ingester 1B
    Creature - Zombie (C)
    T, Discard a creature card OR T, exile a creature card in your graveyard: Add B to your mana pool.
    2/1

    Reduces the text.
    Posted in: Custom Card Creation
  • posted a message on Boltdodge Pegasus, All Out War, Thoughtcap
    Ancient Ziggurat Artifact - 2 mana
    Artifact (U)
    : Add one mana of any color to your mana pool. Spend this mana only to cast creature spells.

    Pretty good card actual for "Limited" to splash creatures or simply ramp mana.

    Sure you can not play your splashed non creatures, but thats a fair deal for a cc 2 mana artifact.


    Seems totally fine.

    Boltdodge Pegasus - white mana
    Creature - Pegasus (C)
    Flying
    :2mana::symw:: Boltdodge Pegasus gets +0/+3 until end of turn.
    1/1

    Sure, its a Suntail Hawk and at least gets another ability to matter lategame as a "super defender" that can block pretty much anything, be it a bomb dragon (5/5 flyer) or a giant green beast / wurm.

    A core set would most likely not use this, as its overkill to give a 1 drop such an ability combined with flying, it becomes a "fortress" that just stalls the game.

    Might work better if its a one-shot activation instead of an activated by mana.

    Something like this:

    Boltdodge Pegasus - white mana
    Creature - Pegasus (C)
    Flying
    Tap an untapped Pegasus you control: ~ gets +0/+3 until end of turn.
    1/1

    Randomly throw in tribal (does not have to be ofcourse, can easily be just tap itself).

    This way its at least just a 1/4 flying blocker, not a total fortress.

    All Out War - :1mana::symr::symr:
    Enchantment (R)
    Creatures attack each turn if able.

    Well we have plenty of this cards at uncommon, which more or less suck.

    Forcing attacks in a constructed view simply sucks so hard, no card ever made it worth it (as they were horrible over costed all the time, so hard overcosted that you simply play removal and get immediatly what you would just get with much more work).

    Most the time your opponent will attack anyway, and creatures with tap abilities can still "not attack" if they simply tap themself.

    In addition your opponent will see it comming, and as its worded it will effect you aswell (unlike the curse version, which just costs 2R).


    I think it can easily cost just a singel red and maybe even get something extra to have any "possible" reason to be a constructed card that justifies a rare slot.

    All Out War - red mana
    Enchantment (R)
    Creatures attack and block each turn if able.

    The "block" addition makes it worthy and pseudo removal, as long as you have the bigger creatures.

    They still choose what blocks what, but at least they have to block.

    Could be quite usefull with reds super aggressive creatures, or as a splash for some decks.

    Most will still play Lightning Bolt over it all day, as its better to kill creatures or players for the mana.

    But if this type of card wants a chance, it has to be as cheap as possible, and pushing this effect has pretty much no "danger value", it will not break formats or be banned for any reason.


    Thoughtcap - 2 mana
    Artifact (U)
    If another player looks at your hand, you may look at his or her hand.
    : Scry 1.

    The tap ability is pretty good, while the "peek me i peek you" is really random, as it matters pretty much never (unless they use discard).

    Maybe it makes sence if you add something extra on it to the peek thing, as your card is, the card feels like its ment to have the tap ability, and uses random amounts of text to fill it up.

    Thoughtcap - 2 mana
    Artifact (U)
    Whenever another player looks at your hand, you may look at his or her hand.
    Whenever you look at an opponents hand, draw a card.

    Something along that line, which allows you to use discard on your own to draw cards (which most the time let you look at your opponents hand, if they do not reveal, which might need to be covered aswell).

    It also fights discard, as it will trigger and let you draw a card.

    This might justify 2 mana as a anti-discard and build around me artifact.

    At least it gives the little effect a meaning thats beyound "0" mana.
    Posted in: Custom Card Creation
  • posted a message on and the most controversial design in this forum in 2012 is:
    Quote from MirrorEntity
    How about a reverse Oppressive Will?

    Oppressive Jurisdiction 2U
    Instant (C)
    Counter target spell unless its controller pays 1 for each card in their hand.

    Seems safe to print, and hasn't been done before.


    I would say this card could easily be at Mana Leak level and cost 1U ; as you have a lot less controll over it compared ot Oppressive Will.

    LateGame your opponent might simply have 1-2 cards in hand and the card is more or less worthless if they know that counter has a meaning.

    Early game anything like ManaLeak is a hard counter, so +3 is enough to stop pretty much anything.


    So compared to Oppressive Will, we have a card we have less controll over, it "can" cost 1U, as its comparable to Mana Leak ; but any conditional counter at 1U is something constructed takes a deeper look at, while the 2U counters pretty much suck right from the start, unless they offer some "cantrip" option or something else "extra".
    Posted in: Custom Card Creation
  • posted a message on A card I could see being in the next set
    Quote from MOON-E
    Yes, that's what "being an exception means"...

    The point was that cards like Runic Repetition are the exception because they interact only with a specific exile mechanic, not exile in general. All other cards (i.e. "not exceptions") should follow the rules and not interact with exile most of the time.



    And i so loved the design of the "wishes" ; they added so much to magic its incredible.

    All the formats changed with the possibility of a wish ; they gave the game a new dimension in the sideboard and even gave you an option if your key combo card got exiled.

    If exiled means its gone, it simply sucks to be a combo deck, you should at least have a way to get it back, at least a little bit of "hope".



    Exile as it stands has so much interaction its fine, many mechanics use the exile allready, suspend for example is a good example, cards really come from another "existence" back in our world.

    An exile mechanic could easily use "spirits" and other worldy beings like Elements that pop out of the Aether, why not ?


    From a design point that could easily make sence if a set has "delve" and other mechanics that give an easy way to exile cards.


    Whats correct is the question if thats necessary ; do you really need the exile for that mechanics ? Can you do it with graveyard ?

    If the exile is just used as "another" graveyard, i totally agree, than avoid it, use the graveyard if its just a graveyard mechanic.


    BUT cards that interact with the exile are important, just for the feeling i had when they printed the wishes, it gives you at least a little bit of options to interact with the exile, and if their is something magic needs, its "possiblities" to do allmost anything (at least somehow with some special cards).


    No rule should say "This CANT be done." it should simply be "It can be done, just not often and/or not easily."
    Posted in: Custom Card Creation
  • posted a message on Zombie Mana Dork: Undead Ingester
    Overpowered. If this only counted Zombies it might pass, but as such its begging to be broken in an eternal format. I do like the effect when its not on an open ended scale though. Something like this:


    Well, i am one that drives to give cards a kick for constructed, rather than making the design in a way its totally out of question.

    The scalability is something that touches my inner "Jonny", i want to abuse it, and i want to find a way to make it worth it bucks.

    If the design restricts me on exactly 1 creature, it loses all this appeal, it becomes a Timmy card, no jonny appeal.


    Sure, some dredge deck might "consider" it to go all out and pull giant amounts of mana for a singel spell, but its not that dredge does not work without it, and what kind of card do you fuel with all the mana in a dredge deck ?

    Dredge as it stands does not need mana at all, or just 1 a max of 2 to work, adding this card gives it a new dimension, the dimension of a lot of mana, something it did not have before.

    And thats a good thing, in my Jonny view.


    Normal constructed will not be able to make it broken, as you said, activating it turn 2 is allmost impossible (at least very unlikely), and if you draw it very late, it might be a one shot super mana fuel to fire your black Drain Life ; feels a lot better for me than a Mana Elf (which sucks so hard late game it allmost hurts).



    Were i give you credit is the thing to make it more expensive.

    As a 1B 2/1 it might work better in Limited, maybe even makes it too good, for a classic 2 drop (as black has not really strong 2 drops "normally" that have a nice ability in limited).



    For example, i had a Innistrad mechanic in mind similiar to the blue zombies, it simply was way stronger:

    Patchwork Zombie 3B
    Creature - Zombie
    Patchwork - You may exile two creature cards in your graveyard instead of paying this cards manacost.
    4/2

    So if you can mill yourself you cast this card by exiling stuff, more or less a thing Ichorid did, as a mechanic for more cards.

    Delve is more or less similiar, but a weaker form, using the graveyard as an actual mana resource.



    So final comment:

    Zombie Ingester :1mana::symb:
    Creature- Zombie (C)
    , exile a Zombie card in your graveyard: Add black mana to your mana pool.
    1/1

    As a 1/1 it seems like a card i could easily see in allmost every set, black can get this mana creature.

    Make it 2/1 and it becomes a pretty good 2 drop in Limited, as with or without the mana ability, its s 2/1 for 2, allready playable.

    Focus on this card is the mana ability, and as black is not really the "mana color" anymore (for rituals its red, for permanent its green), it should not have a very efficient mana guy (at least at common).


    Make it uncommon and the possibility to further upgrade the effect exists.

    My guy with "any number" could even be a rare as its somehow camparable to Crypt of Agadeem.
    Posted in: Custom Card Creation
  • posted a message on and the most controversial design in this forum in 2012 is:
    I could easily see the opposite as:

    Counter Singularity U
    Instant
    Counter target legendary oder planeswalker spell.


    Seems a lot more likely than the original card.


    The point is to evaluate how likely a restriction is.


    If its a very hard restriction, the spell can easily cost a singel blue and becomes a "metaGame" counterspell.

    Spellsnare is a very good example, it has a very hard restriction to only hit converted 2 cost cards, but if the metagame has a lot of them, it becomes a extremly good counter.

    Spellpierce and Flusterstorm show similiar stuff to give very good 1 mana counters ; but have an extrem MetaGame character.

    They either work very good, or they fail epical.



    A 3 mana counter rarely matters, unless its a hard counter, and even that makes it pretty bad in nearly every constructed format.



    Stupid restrictions like this:

    Animal Counter 2U
    Instant
    Counter target non-tribal spell.

    Is pointless, especially as they decided to not print tribal anymore, so the amount of cards this does not hit is so small, its not a real restriction at all and totally makes the design stupid.

    Something similiar is that:


    BigCounter 2U
    Instant
    Counter target spell with converted manacost 10 or less.

    That restriction is so meaningless, the card is just cancel with way too much text.

    Sure, they might cast a super expensive card in 1 game out of 1000 that you can not hit, but the restriction feels wasted and pointless.


    Like most designers tell you as a tip:

    "Just because it CAN be done, does not mean it has to be done."
    Posted in: Custom Card Creation
  • posted a message on Zombie Mana Dork: Undead Ingester
    Quote from NilReccuring
    OH- do i see a possible combo? soemthing like:
    Gravecrawler + Lumberknot + this card + something that untaps a creature whenever a creature dies or enters the battlefield....hmmm

    if not, it would still be great with gravecrawler to turn on morbid effects


    Theres a lot combos with Grave Crawler that are easier to pull off and still suck.


    Zombie Ingester black mana
    Creature - Zombie
    :symtap:, Sacrifice a Zombie: Add black mana to your mana pool.
    1/1

    Pretty much allways the mana comes with a brutal cost, its a one shot effect ala Blood Pet in nearly all the time ; just worse with the tap addition.


    Maybe it works better if it generates mana for zombies and requires a sacrifice for universal black mana.

    Ala this:

    Zombie Ingester black mana
    Creature - Zombie
    :symtap:: Add black mana to your manapool. Use this mana only to cast Zombies spells.
    Sacrifice a Zombie: Add black mana to your mana pool.
    1/1

    Upgraded Blood Pet for zombie tribal and actual a card that "might" be viable to produce constructed worthy Grave Crawler combos (still requires 3+ cards to work, but at least thats something to do with it).



    Taking the blue idea of zombies, to remove them from the grave and build zombies from that parts it could also be:

    Zombie Ingester black mana
    Creature - Zombie
    :symtap:: Exile any number of creature cards from your graveyard and add that much black mana to your manapool.
    1/1

    Might help to quickly get the mana for expensive (or multiple) zombies, and works outside of zombie tribal for limited (so its not just Blood Pet).
    Posted in: Custom Card Creation
  • posted a message on Sarkhan's Demise
    Sarkhan, the Desperate :1mana::symr::symr:
    Planeswalker - Sarkhan
    +2: Draw two cards and discard two cards at random from your hand.
    0: Exile any number of cards from your graveyard. ~ deals X damage to target creature, where X is the number of cards exiled this way.
    -8: Put a red 5/5 dragon onto the battlefield for each card you have less in your hand than an opponent.
    <2>

    Especially a cheap planeswalker should not be too crazy, and its a good idea to "reference" existing cards with the planeswalkers abilities, it gives them a feeling that the planeswalker actual "casts" a spell.

    Draw 2 and random discard 2 is allready a potent ability, as you can cycle your late game lands for fresh card, and early, you simply fuel your graveyard and get some interactions ala flashback, unearth and all that.

    The first ability alone even with +2/-2 will be very strong for any red deck, be it burn, ramp or a combo deck.

    The 0 ability references Harvest Pyre, a nice card that works good with the +2 ability, as it uses the "graveyard fuel" and works pretty good on this planeswalker and red in general. To get a cross compare, Liliana has Cruel Edict as 1B, and this is Harvest Pyre at 1R, which nicely maps the 1CC cost of the two planeswalkers.

    The random discard and deal that much damage might be "fair" most the time, with most decks, but it has a very evil potential to be a totally blowout with expensive stuff, and that is something a 1RR card should not do, it adds to much to a "random effect" , and if a game is simply won because a little random card was 10+ converted mana, that just sucks and makes for very annoying magic stories.

    For the ultimate its prefered to make it cost enough that it represents a "goal", something very awesome to work for. Rarely its a good idea to have the ultimate ready right from the start.

    Also its questionable to use X/X dragons, as dragons are pretty much at a standard size of 4/4 and 5/5, especially the tokens.

    To fix all that ultimate stuff, i would aim for a more expensive more "awesome" ability, it should just feel crazy and let you work for it (the nice extra here is that your opponent can work against it, and has time to prepare for it, even if you do not use it, it will effect how your opponent plays, just because you "could" use it).

    In the end planeswalkers are difficult to make, they are "deep" cards with many pitholes in design.

    Extinguishing Dreams
    :symr::symr:
    Instant
    Deal 3 damage to target creature. When that creature dies this turn, it deals damage to its controllers equal to its thoughness.
    "Searching his entire life for a dragon worthy of his devotion, his quest ended earlier than he could ever dream."

    Should fix the timing problem.

    Dragonwisp red mana
    Enchantment
    At the beginning of your upkeep put a Wisp counter on ~.
    Dragons cost one mana of any color less to cast for each Wisp counter on ~.
    :symr::symr:: Put a Wisp counter on ~.

    Well, its pretty slow and the "double" kinda makes it worse, as you can not use the ability right away (it has 0), using it a turn later uses up your mana, which just feels bad.

    The cost reduction should be more awesome, simply because we have a lot of multicolored dragons, if a red deck is able to play them (casual anyway), then why not.

    Overall much stronger than your initial card, but i think a extrem casual deck, like the "dragon tribal" could easily get such a fuel card, especially as an effect on constructed is quite unlikely (unless theres some Dragonstorm one).
    Posted in: Custom Card Creation
  • posted a message on what's the correct cost of Firststrike + Death Touch.
    Why do you feel the need to put it at rare ?

    I mean if it wants to make sence, the card MUST be uncommon.

    Otherwise its the type of rare that is just crap, simply because its rare, nothing else.


    The card being uncummon makes it a totally valid "and strong" card in Limited.

    Its not busted at all, its just pretty good in combat, which nearly every Knight is.


    So unless its a stupid OP card like mirran Crusader, make the Knight uncummon as it deserves to be.



    Ability Knight would work aswell:


    Traitorous Knight :symw::symw:
    Creature - Human Knight {R}
    First Strike
    :symb:: ~ gains deathtouch until end of turn.
    :symb:: ~ gets +1/+1 until end of turn.
    2/2

    Feels more "Rare" to me, if you need this type of card, to combine a bunch of black abilities on a Knight, has more constructed potential aswell.


    The vanilla "first strike + deahttouch" should be made on uncummon if at all, as its something that only really shines in limited, give it a rare and its just a side-kick ability.
    Posted in: Custom Card Creation
  • posted a message on what's the correct cost of Firststrike + Death Touch.
    The ability combination matters the most in Limited, were it means that pretty much "nothing" can beat it in direct combat ; which will translate into "unblockable" and "defends against anything it can block".


    Glissa, the Traitor has the ability combination and is 3/3 even with another upside ability. Being Legend is not a giant drawback, more flavour for the set.
    Giving a card legend just as a drawback, or reason to make it stronger is a bad thing anyway. In this view, Glissa could easily be a strong card without being a legend.


    In constructed its a nice thing, but does matter WAY less than in Limited, simply because we have enough removal and flying will ignore it anyway.


    As a color combination deathtouch is present in black/green, really not white.

    White is not the color to use "deathtouch", its more lifelink.



    So with all that see your cards:


    Traitorous Knight :1mana::symw::symb:
    Creature - Zombie Human Knight {R}
    First Strike, Death Touch
    3/3

    Seems pretty brutal in Limited, but thats it.

    In Constructed its nearly a vanilla 3/3 for 3 mana, not much that makes this card stand out, compared to all the 3 mana "awesome" rares we get currently (Geist of Saint Traft stands out, aswell as the Crusader with the stupid double strike upgrade).



    Knight of Ying and Yang (W/B)(W/B)
    Creature - Human, Knight
    First Strike, Deathtouch
    2/2

    Could easily work, as its brutal in Limited, but not as crazy as a "protection" against your color.

    On attack its more or less "unblockable" most the time, but pretty good on defence.


    Traitorous Crusader :1mana::symw::symb:
    Creature - Zombie Human Knight {R}
    Double Strike, Death Touch
    2/2

    For Mirran Crusader they might have thought "infect is like 2 times the damage, so give it double strike" , but in fact its way stronger, simply because it triggers Swords 2 times and all that evil interactions that make it busted.

    I do not think we will get so strong double strikers soon, the Mirran Crusader is at a level were a format can warp around it, or lose right away as you have no answer (which was true for the Paladin against red/black aswell, it requires very specific answers or it beats you single handily and such cards are not very much fun).
    Posted in: Custom Card Creation
  • posted a message on Chromatic Sphere Land, Reallocate, Venser's Provision
    Chromatic Star Land
    Land (C)
    :1mana:, , Sacrifice Chromatic Star Land: Add one mana of any color to your mana pool.
    When Chromatic Star Land is put into a graveyard from the battlefield, draw a card.

    Biggest problem is that it does not produce mana itself, as a one shot its way better to be chromatic star instead of a land drop.


    Easiest thing is to give it at least a colorless mana ability, as said its pretty much a one shot Shimmering Grotto, and so it should be made.

    Chromatic Star Land
    Land (C)
    : Add 1 mana to your manapool.
    :1mana:, , Sacrifice ~: Add one mana of any color to your mana pool.
    When ~ is put into a graveyard from the battlefield, draw a card.


    As a rare, i could see this getting upgraded a lot, cycling all your lands in the long run:

    Chromatic Star Land
    Land (R)
    : Add 1 mana to your manapool.
    :1mana:, , Sacrifice a land: Add one mana of any color to your mana pool. Draw a card. Activate this ability only any time you could cast an instant.

    *Instant speed activation should fix the rare problems with it being a mana ability with draw.

    Very strong land thats for sure, even if its just for cycling your late game lands for fresh cards.


    Reallocate - :3mana::symu:
    Instant (U)
    Copy and counter target instant or sorcery spell. You may choose new targets for the copy.

    Wording seems kinda strange, i would aim for this:

    Reallocate - :3mana::symu:
    Instant (U)
    Counter target instant or sorcery spell. If you do, copy that spell and you may choose new targets for the copy.

    Requires to counter the spell, in the rare cases that matters (can't be countered stuff).

    But overall it seems fair, if the set has any reason to make it not simply misdirection.

    Venser's Provision - :1mana::symu:
    Instant (C)
    Return target artifact, enchantment, or spell to its owner's hand.

    Fair mix of abilities. Worse than Remand as it does not cantrip but in Limited i could see reasons to play this card and get away with an advantage most the time (especially if the set has some equipments / auras / even with the normal Pacifismn like cards it becomes an awesome little trick).


    Something that made me think about the card is this one:

    Venser's Provision - Wblue mana
    Instant (C)
    Return target artifact or enchantment card from anywhere to its owner's hand.

    This will "counter" artifacts or enchantments, bounce them and even return them from your graveyard or anywhere, even exile, as long as you can target them (so not library, at least i think that does not work, even if you see the card in the library with Future Sight for example).


    But the venser like "remand" effect is an ability i could see way more often, at least it is not as annoying as a hard counter, and can be cheaper (could easily be called spellbounce).
    Posted in: Custom Card Creation
  • posted a message on Random Red Finisher
    Quote from manianiac
    So which one would be better? and how much cheaper could it be? i know that red tends to make big effects that can be self destructive such as Warp World, though that isn't such a rules headache.


    Important is that "at least" each player can do it at the same time.


    The most horrible red "chaos" effect is one that can require 10+ minutes to resolve, and thats no fun (i look at you Scrambleverse ).


    If its somehow possible, choose the option that plays quick, if it takes like 30 seconds, its allready quite long, but at least the game continues before someone leaves bored.
    Posted in: Custom Card Creation
  • posted a message on Redesigning Countermagic
    Quote from ryzorz
    this is probably quite good:

    Let me think about it... 2U
    Instant (u)
    Choose target non-instant spell without Flash. Look at the top 3 cards of your library. You may scry 2, then draw a card. If you don't, counter that spell.

    Should I counter that spell, or get these two lands out of my way so I can get to that other card?


    The design would use a "choose one" wording, as its otherwise not easy to track what the "if you don't" means, just the sentence before ? all of it ?


    Could be easier like that:

    Let me think about it... 2U
    Instant (u)
    Choose one - Counter target non-instant spell without Flash. Or look at the top 3 cards of your library. scry 2, then draw a card.

    This way you can at least play the "non-counter" version without the need of a spell to target for the option you do not choose anyway.


    Whats strange is the "top 3, scy 2, draw 1" thing ; while cute, its strange, as scry 2 allready has a look at the cards, playing this card is kinda annoying.

    You pick the top 3 cards, put them back, WITHOUT changing them (if you change them, its judge time).

    Then you scry 2, which means look at the top 2 again, were you allready have done that, put them back (or bottom) then draw 1, either the one you looked at before, or one of the others.

    Kinda strange it feels overly complicated, and the easy version would simply be "scry 3. Draw a card." even if its not the same, its nearly and extremly easier to use.


    Let me think about it... 2U
    Instant (u)
    Choose one - Counter target non-instant spell without Flash. Or scry 3 and draw a card.
    Posted in: Custom Card Creation
  • posted a message on Spin the color wheel
    Quote from Orius
    Compare it to Remove Soul which is useless if your opponent doesn't have many/any creatures. Also see Summoner's Bane

    Anything less than 1GU is too strong, because, as a remove soul, it doesn't have any 'downsides'. It's all up.


    Yea, except the color.

    Vindicate is also clearly better than most black removal (Dark Banishing and the like).


    So multicolor is the "downside" ; even if you hardly can count that in constructed view (with all fetchlands and duals its nearly easier to cast than a CC card).

    However, in Limited for example, the cost is a lot "downside" compared to Remove Soul ; UG forces you to play both colors and its a lot more unlikely to have them turn 2.


    So while true, 1UG can easily be a "fair bet" cost, while it does not seem unlikely to push it to UG.



    Just to get a idea.

    Path to exile could easily cost 4W and still be "viable" and totally fair in Limited, white does not have much removal in that direct form, making it just a singel white is a extrem move, but doing that totally changes the view on white removal for the future.


    Negate for example is much better than Remove Soul, even if they cost the same, the potential cards you hit with Negate is bigger, especially with Planeswalkers in the mix.

    Dispel hits just a singel card type, and costs just "U" , this gets me to the point that i question if Remove Soul could not cost "U" aswell.

    *Yes its correct, creatures are a much bigger amount of cards, which is the reason for the initial difference between

    - Remove Soul (1 card type)

    - Negate (artifact, enchantment, planeswalker, instant, sorcery).



    Its just a feeling in the end, with that stuff in mind that makes me think "UG" could be a cost to go (especially with Spellshutter Sprite in mind, which is also a potential 2 mana creature with a conditional counter on it).
    Posted in: Custom Card Creation
  • posted a message on Spin the color wheel
    Quote from Orius
    Oh, yeah, that can work. Though, you still need to reverse your thought a bit. Rather than seeing it as a restricted Ambush Viper that can sometimes get a bonus, think of it as a remove soul that can net you a 2/1 deathtoucher. The cost should go up, either way.


    Difficult to judge i think.

    The drawback can be quite big if your opponent is not playing creatures you won't be able to play it at all (unless your have another creature to counter by your own).


    Thats especially something as the Ambush Viper is easy to play in combat, when the opponent attacks, they play creatures after combat anyway (normally, not doing so is bad).


    So in worst, you wont play it at all, as its best you get a 2:1 trade out of it.


    The card as it stands is more pushed for constructed, as it should be a Mystic Snake version.


    And for compare it depends from what direction you come from.


    Mystic Snake is 1GUU => Counterspell + Grizzly Bear

    Ambush Viper is 1G => 2/1 deathtouch flash

    Remove Soul is 1U => counter creature spell

    This is UG => counter creature spell + ambush viper


    But the in my view important part is that Remove Soul is not just upside, it has parts of a drawback aswell in the way its done on the card.


    If it would be a EtB it would be a 100% upside, and the card would need to cost at least 1 colorless more (but less than 1GUU, or its just worse than Mystic Snake, while the snake is not crazy strong aswell).


    So yes, its a safe bet to make the card for up to 1UG , but i am not sure if thats required (as i do not see blue splash green just to play this Remove Soul).
    Posted in: Custom Card Creation
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