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  • posted a message on A new cantrip or two and some flashing, as well as an old mechanic
    Surreal Visions blue mana
    Sorcery
    Discard your hand, then draw three cards.

    Problem is easy. Either you draw 3 without any other card, which makes it essential "hellbent - draw 3 cards" ; which is pretty good.

    OR

    You abuse it right away with Dredge which is also no fun (see Breakthrough, problematic enough, but discard first then draw is even more problematic in dredge).


    However, i think the card can work, just more expensive.

    Surreal Visions 3blue mana
    Instant
    ~ costs 3 less if you have exactly three cards in your hand.
    Discard your hand, then draw three cards.


    Might be a slighty bit complicated as some players might now get the idea if it counts itself or not, but the overall design seems to be more fluid, as its "3 cards, 3 mana less, draw 3" , catchy i think.

    And upgrading it with Instant might be a reason enough to play it in some Controll decks (that abuse flashback spells etc.).

    And hitting it with Hellbent is also quite welcome, so 4 mana seems to be the cost to make it decent.
    Posted in: Custom Card Creation
  • posted a message on Johnny's Blue Wrath
    Bla :3mana::symw::symb::symu:
    Sorcery
    Each creature becomes 0/0 until end of turn.

    Seems legit to me, as its more or less a big cross over of each color.
    White has its wrath effects, black has the -X/-X (and Damnation), while blue simply transforms stuff into something (in this case a pile of goo).

    Also works pretty great in a set that has +1/+1 counters ; even with equipment you can keep your stuff alive, also little bonus abilities ala Exalted can keep your creature alive.

    Wonderfull card actual, as it offers so much possible interactions, way more than the classic wrath "destroy all stuff" which only allows indestructible and stuff like that.

    An additional fix that might be slighty more enjoyable could be to reduce the creature to 0/0 AND remove all its abilities, just to kick persist / undying in the nuts aswell.

    Bla :3mana::symw::symb::symu:
    Sorcery
    Each creature becomes 0/0 and lose all abilities until end of turn

    Could justify the cost even more, as its something stronger than a classic wrath taken that Final Judgment costs 4WW and 6 is really expensive for a wrath (as today, even 4 mana is quite a lot for a wrath in constructed, which makes all the red mass removal better in most metaGames, as they are cheaper).




    For the blue Wrath i highly "dislike" Evacuation, as it does not work out as an actual Wrath ; they replay the cards anyway, and it obvisiously works way worser against cheap creatures.

    With all the "Grasp of Phantasmns" like effects, blue could get a updated Evacuation that does not suck as much.


    Edge of Time 3UU
    Sorcery
    Put all creatures on the top of its owners libraries.

    Most simpel form, and being Sorcery mirrors Wrath more, while its obvisious stronger against multiple small creatures and at least not worthless against a singel big target (as its not much more expensive than Grasp of Phantasmns).


    In innistrad i could see this even with flashback and be an actual card for constructed.

    Innistrad Edge of Time 3UU
    Sorcery
    Put all creatures on the top of its owners libraries.
    Flashback 7UU
    Posted in: Custom Card Creation
  • posted a message on "You get an emblem with..." Sorcery
    Well emblem themself are more or less just reminders of an effect in action.


    You could easily make way more emblems, but it has to make sence, something you can lose track without a "marker".


    With "multiple" Emblem the idea of emblems is eliminated anyway ; as the actual "emblem token cards" are WAY to rare currently (yes they exist).


    Sorin is one of the worst examples, as its to easy to use the Emblem multiple times, and thats just a pretty annoying "marker" that sticks around, if it gets combined with others the hole point of the markers gets in trouble (unless you use emblem token cards, but as i said, nobody really does that, a work around could be to use different colored dices or something, but also pretty bad).


    So currently we have just a small amount of emblems, at least "works" this way, but overall the idea of emblems kind of sucks, it simply gets problematic in bigger numbers and so its "doomed" to be a mechanic in small numbers (very small actual, just a handfull of mythics).


    A work around i enjoy for emblems on sorcery spells is the use of "suspend" like effect.

    Simply "exile" the card and let the card itself be a pseudo Emblem marker.

    Could easily create a new mechanic around that.

    Aethermanifestation ( Exile this card with an manifestation counter on it. As long as its exiled with a manifestation counter, [effect] ).

    So we catch multiple problems in one swing, without the need of an enchantment ; could also be funny in a set that uses the "Exile" more active, with ways to hit this exile cards aswell.

    The mechanic is also more flexible, you can place "X" counters on it to increase the effect, or give it an effect that might remove counters, to use it up, could even be a creature, that gets some form of pseudo suspend using the mechanic.

    Many options actual.



    For the actual card i could see a version of "Beast Within" instead of direct vindicates, might play better in EDH aswell, as "you" play the fatties, and blast stuff, while the others beat each other with the 3/3 tokens, as you obvisious have the 6+ mana dude to block.


    Beastly Dominance 2GGG
    Sorcery
    Aethermanifestation - Exile this card with a manifestation counter on it.
    As long as ~ has a manifestation counter on it, whenever a creature with converted manacost 6 or more enters the battlefield under you control, destroy target permanent and its controller puts a green 3/3 beast creature token onto the battlefield.


    Gets kinda wordy, so the wording could require a rework.

    But the card on its own does the job without the need of an emblem and feels fair enough (as its overkill to pack such a big number of 6+ creatures anyway, even in EDH).
    Posted in: Custom Card Creation
  • posted a message on Planeswalker - Dack Fayden
    Quote from empathogen
    It'll happen eventually, but probably not soon.
    Alara was a good chance to do that and they passed.

    They'll probably fill in the more basic color combos first-
    we don't even have a (W/G) 'walker yet.

    It'd be hilarious if those were Dack's colors.
    (Incredibly unlikely, I know... just seems like it would be funny).


    Well its kinda sick that they did not print a 5 color card for a long time now.

    They should do at least 1 for each set in some combination.

    I mean they could have made a Phyrexian Mana 5 color card, 1 of each Phyrexian Symbol (would be kinda cool).


    So whatever, i would like to see at least 1 in each set ; even if its just to print more legendary 5 colors to choose from.
    Posted in: Speculation
  • posted a message on Dragonmaster Overlord
    Quote from EpicBroccoli
    The only issue with 5cc is that at that point, you're not excited to play this card any more. Also it's competing with stuff like Dramatic Entrance and Through the Breach


    Which are pretty bad if you can not find a totally sick card to interact with them.

    Namely Progenitus and Emrakul ; which are sick enough as fatties and hard to kill aswell.


    Dragons are not really "good" , if you can ramp with mana its probably way easier to go for Dragonstorm; which also is pretty bad in constructed at its current state.


    The 4 mana Overlord that simply gives you a dragon is clearly "strong" and totally unfair in a nutshell ; but for constructed its simply not enough as it also limits your deck choice by a lot.

    It requires you to play a bunch of Dragons that are worth it ; which means they are expensive, and nobody wants that much expensive Dragons unless they simply win right away.

    And a deck that "Requires" you to have a 4 mana creature to work is plain bad, as its way to easy to interrupt your gameplan.


    If it all works out, its pretty unfair, sure, but most the time it will simply not work. Lets say of 100 games it might work out for you 10 times, decent for a casual deck, but extrem bad for a constructed one.


    The potential of abuse gets obvisious in the view of Goblin Lackey, and it also illustrates a problem with this card design.

    At the time of the Lackey, goblins were pretty bad and small, no real "big" goblins were worth to be put into play and being a 1/1 was not that usefull aswell.

    So long time it was just not good enough, with Siege Gang and the massiv Goblin Support it quickly became a totall insane card, being a 1 drop and all that, which could give you extrem unfair games were everything simply evolved around the point that you either kill it turn 1, or you have a blocker that survives.

    And Lackey is "sick enough" for Legacy, which has a insane power level and pretty much no card thats "fair" can make a appearance anyway (unless its a role player that interacts somehow for your deck, which is rare anyway).





    So whats the goal of the Overlord ?

    Does it want to be "fair" ?
    _Problably no, as we want it to be a card that at least "looks" awesome and abuseable.

    Does it want to encourage a deck full of dragons ?
    _Sure, such decks are extrem casual.



    Dragonoutcast Overlord 2RR
    Creature - Human, Shaman
    At the beginning of your upkeep, you may put a dragon creature card from your hand onto the battlefield.
    2/2


    Works, but its obvisious just a cute card, not a major constructed one.


    Tuned for constructed it would look more like that:

    Dragonoutcast Overlord 1R
    Creature - Human, Shaman
    At the beginning of your upkeep, reveal a card at random from your hand. If it is a dragon creature card, you may put it into the battlefield.
    2/1

    Looks highly random, but abuseable. Either play a crap ton of dragons, or be just lucky, or empty your hand quickly and make it hit for sure.

    More or less like a Cursed Scroll on Dragons.

    In worst its a 2/1 for 2 mana, which is a clear size pushed for constructed to be playable for allmost anyone, be it Aggro, Combo or Controll.



    So most important is to answer your own questions.

    What exactly is the "Point" of the card ?

    What does it want the player to do, and only if necessary, give it a push in powerlevel to be more likely to appear in constructed (while not for sure, that depends on the other stuff in the format).
    Posted in: Custom Card Creation
  • posted a message on Lightning Strike
    Free removal is allways crazy good.

    Look at Gutshot, even that is totally awesome, if you can hit something for no mana at all its pure advantage (as you just spend a card).


    Get a 3 damage Gutshot for just tripple the cost is still pretty crazy strong, especially if you want to abuse it.


    Too much of that Phyrexian Mana stuff hurts a lot ; as you can simply play a storm based burn, be it Empty the Warrens or Grapeshot.


    0 mana removal is not a good thing, especially non that badly hurts the color pie.

    Dismember is a big mistake, like most of the Phyrexian Mana spells.


    However, if you badly want it ; at least give it a manacost.

    Like Dismember:


    Headshot 1:sympr::sympr:
    Instant
    ~ deals 3 damage to target creature or player.


    This way its like a colorless Lightning Bolt with pay 4 life ; which is still pretty crazy good, for red its more flexible, but its rare enough that you pay Phyrexian Mana at all.
    Posted in: Custom Card Creation
  • posted a message on The OP 2 mana creature cycle
    For me Snapcaster could have easily be red.

    I mean Flames of the Past is red, and all the stuff that grants flashback to a card is red, overall the card "screams" for red, but became blue (maybe because it simply felt way to similiar to all the red flashback cards).
    Posted in: Custom Card Creation
  • posted a message on 1 mana Spellshapers
    Aggravated Aggravator green mana
    Creature - Spellshaper Warrior
    :symg:,:symtap:, Discard a card: Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
    1/1

    Strange that this is a 1 mana card, as it feels so much stronger than a 1/1.

    A "Beastmaster" like this, could easily be a pretty big creature, so the fight makes sence aswell (a 1/1 kinda feels wrong).

    Aggravated Aggravator 3green mana
    Creature - Human Spellshaper Warrior
    :symg:,:symtap:, Discard a card: Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
    3/3

    On this size the card feels stronger, easily uncommon and very brutal in limited.

    Prey Upon as "instant" speed is also pretty nasty.

    Inflamed Inflator red mana
    Creature - Goblin Spellshaper Shaman
    :symr:,:symtap:, Discard a card: Target creature gains double strike until end of turn.
    1/1

    Somehow the one that works the best. Double strike is nuts in Limited, even if you do not use it, every creature has the power to "double up", especially with "Ball Lightning" stuff the bonus of it being a 1 drop makes the cut (otherwise it will never be a usefull drop for your curve).

    Its pretty strong, uncommon for sure, but i think this could be an actual card.

    Grave Recycler black mana
    Creature - Spellshaper Zombie
    :symb:,:symtap:, Discard a card: Return target creature card from your graveyard to your hand.
    1/1

    The effect is so strong, just to get a endless stream of creatures and all the "possible" interactions with it.

    It would even be "ok" if the creature is placed on top of your library.

    Possible to make this card, but just keep in mind that a Gravedigger is allready quite good, making it repeatable is very strong and with this active, its very difficult to lose a game (unless you are totally outclassed anyway).

    Mind Objector blue mana
    Creature - Spellshaper Wizard
    :symu:,:symtap:, Discard a card: Target player puts the top five cards of his or her library into his or her graveyard.
    1/1

    Such a strong mill card can win on its own, but in combination with "other" mill cards it gets totally out of hand in limited.

    In constructed, a mill strategy rarely matters, as it lacks any board presence, which means, a viable mill deck is either totally sick, or totally meaningless.

    In limited its a good idea to limited such a strong mill with a high casting cost (at least).

    Mind Objector 4blue mana
    Creature - Spellshaper Wizard
    :symu:,:symtap:, Discard a card: Target player puts the top five cards of his or her library into his or her graveyard.
    1/5

    Stronger than the miller in Ravnica, but gives also a bigger "blocker", to make an actual mill deck that plays fair.

    Solder Soldier white mana
    Creature - Spellshaper Soldier
    :symw:,:symtap:, Discard a card: Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.
    1/1

    Equipment is allready stronger than Aura, so i would change it to tutor "auras".
    But ok, the card could easily be done in Limited, as its very unlickly to have enough equipments.

    Most the time you will not play this guy, if you have a good equipment, he will play like a Stoneforge in Limited, in constructed you need a crap ton of very nutsy equipment ala "living weapons" to abuse it enough (or just strong single cards that easily win themself, like the Swords or Jitte).

    But a much more likely spellshaper that could easily be done.
    Posted in: Custom Card Creation
  • posted a message on Twenty-Five Cards Which Haven't Yet Been Printed in Core
    Just take a slighty look at Rolling Thunder:

    It has RR as a cost, so its less splashable, in fact splashing a RR card is a lot more difficult (at least 5 red sources to reliable cast it, "somehow") ; while a Fireball is pretty much allways playable for you, take 2 Mountains and you are set (unless your manabase is so horrible, that you can not afford that).


    Another thing is the sizes of creatures.

    All the nuts 4/4 flyers require 4RR to kill them ; without any additional advantage.

    Against "weenies" (all the 1-2 thoughness) a Pyroclasmn will do more or less the same for way cheaper (again just 1 Red mana, easier to splash).


    The "bomb" factor on Rolling Thunder compared to MindControll is also depatable, they both have double colored manacost, and a pretty comparable manacost (as a Rolling Thunder for less than 3RR is not likely to make a card advantage).


    Question is not if Rolling Thunder is "good" , it certainly is pretty good ; but its a better card for a Coreset that wants to avoid all the problems that Fireball represents.

    The Fireball math alone is a reason to remove it, its horrible and we have plenty of red burn that could replace it.



    If you wanna try it out, put it in your Cube and draft with it ; its a pretty good card ; but hardly a "rare" (which are like Comet Storm, Devils Play and stuff like that).
    Posted in: Articles
  • posted a message on Twenty-Five Cards Which Haven't Yet Been Printed in Core
    Quote from Humpty_Dumpty
    I think Rolling Thunder would be more interesting than Fireball because of the RR in the cost, making it much harder to just throw into any deck with a couple of mountains.


    Vote.

    This is a reason that qualifies it allready.

    Its just ridiculous that FireBall is pretty much unquestionable 1st pick, any card like that should be analyzed for a replacement, as it creates pretty boring Limited (as its the clearly best card) ; should at least give you a reason to play a color if its really strong.

    Same like the total bomb artifacts, pretty boring in Limited, as everyone can play them, and they are simply good, no matter what you actual do.
    Posted in: Articles
  • posted a message on [FTV:???] Baseless Speculation Thread
    Quote from Spicay
    I don't care about things being "old school".

    Being "old" doesn't make something look good..the text and the terrible brown coloring on the old frame artifacts are what make me "not enjoy them".

    I'd rather stick to the metallic silver, thanks.


    Well they could make it like a "Foil" version ; every 8 of the rare is a "old school" artwork, and every 8 of this is foil aswell ; so its ridiculous rare, but peops will enjoy it for sure (and someone will pay money for the ultra bomb rares).


    So in my view, they could pack this kind of "money" in the packs, not that it would effect the market of "normal" cards in any meaningfull way ; just gives a possiblity for extra cash out.
    Posted in: Baseless Speculation
  • posted a message on Cranial Insertion: Undying Questions
    Quote from Joeey
    The Mikaeus and Cathar combo is very interesting.


    Simply use Triskelion ; works better and pretty easy.



    Rulez wise, what happens if the commander is "face down" removed ?

    Any way to know that ?

    I would say its exiled this someone can "somehow" confirm it ; but does it count if i search my library and its obvisious not in ? I mean, the only face down card is the commander ?!
    Posted in: Articles
  • posted a message on Off Topic: Burnt Color Pie
    Well, red was considered the "chaos" color with a heavy amount of random effects ; but thats a niche mechanic.

    The same is Land Destruction ; red was very good at.

    But LD is considered "unfun" and so Wizards does not print nearly as much of them (that is not ridiculous over expensive).


    Right now, red also gets the mana rituals ; which is very different from its pre-Mirrodin state.

    And as it seems, the "Looting" part gets more and more red aswell ; while blue keeps the draw of cards without discard.




    Red Dragons are iconic ; while they never really made the cut (expect being a combo card for Dragonstorm).


    Counting Dragons as a "red only" thing seems wrong aswell ; as Dragons exist in many many forms and are not just the mindless Dragons.

    Dragons are in fact a race that every color "can" get, and cycles show that very good (while green Dragons are mostly problematic because flying is not really green ; which i think is a mistake anyway).



    Goblins are "overused" thats for sure ; but its just the creature type "Goblin" , while the goblins in fact are very different in form and mechanics, in one set just mindless beasts, in others they are military focused ; Mirrodin and the like they have the focus on artifacts.


    I think Goblin as it is can stay ; each World can have its little chaotic race of Goblins, mixing too much different types is worse in my oppinion ; as every race gets less "love" in that way.



    Red made a good change, from the color of "burn only" it now is a color of burn, aggression (sligh) and combo decks with rituals / storm.

    Even as a controllish color it works, with the mass removal being as important as ever if aggressive decks go rampage (Pyroclasmn is simply better than Wrath of God, if your format has mainly 2 thoughness).

    Burn also got an upgraded "value" as it can hit planeswalkers ; which highly increased its uses against controll decks (were it otherwise was more or less restricted to shoot the player).



    So red is not that bad right now and goes a good way in evolution to increase its abilities.


    Green feels way more "problematic" in this view ; even blue gets way too good creatures and feels more and more out of the scope.
    Posted in: Articles
  • posted a message on [AVR] Flashback NOT to return in AVR
    Quote from Spicay
    lol, wut?

    There's already cards that interact with the "removed from the game/exiled" zone..which by the way..are the same zone, just with a different name.


    Well not really.

    Its just that most cards with "removed from the game" simply got the errata to work with Exile ; but its really not the same.

    Removed from the game is now more like "outside the game" which is in fact just your sideboard in non-casual.


    Cards like the "Wishes" were crazy good design ; as it gave an additional ressource (your sideboard) and produced complete new forms of sideboards (Wishboards with a ton of 1-offs).


    Suspend is a mechanic that plays with the "Exile" , as thats really what it is ; the Aether is a Zone thats really "unreal".


    Mechanics that interact with this zone more would be nice, just to give a bigger fight about ressources ; its just plain boring if you can exile a card and give the player no chance to get it back ; Wishes were great at that, but no longer work the wonderfull way they did.


    Could even see a flashback mechanic, that plays cards from the Exile ; and shuffles them back in the library ; would work really good with mechanics like "Delve" that abuse the exile a lot more than right now.
    Posted in: The Rumor Mill
  • posted a message on [DKA] Preview Card from GeekDad Wired Blog - GhoulTree
    Quote from harrydemon117
    There is another card rumored to come out with Dark Ascension called "Artful Dodge" that will allow you to gain evasion for this creature (even better is it has Flashback since you'll be milling yourself anyway)

    Another "tasteful" thing is to use it with FLing (2012 BUT also rumored to reprint in Dark Ascension as well)


    In case you did not notice.

    All the cards are spoiled on the Magic Site itself.


    Just to make your assumption more fruitfull.
    Posted in: The Rumor Mill
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