- Absolutionis
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Member for 19 years, 3 months, and 21 days
Last active Wed, Oct, 26 2016 23:37:45
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Aug 14, 2008Absolutionis posted a message on Oopse...My BadYou are one of the lesser problems in the blog area of MTGS.Posted in: Shoe Blog
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Aug 4, 2008Absolutionis posted a message on I love being me.It may benefit you to remove the "Spamming/Flaming" portion from your public profile. When those two are considered sins on the internet, it is not very advantageous to confess them to the public.Posted in: The Cadet's Random Idiocies
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Kiora was introduced to the public way before we even knew of Ral through hacking the game files. Kiora consists of enemy colors.
Either way, planeswalkers defy the major themes of the set. Venser was the only multicolor card of Scars and had nothing to do with artifacts. Koth emphasized mono-color decks against the main theme of the set. Tezzeret was the only multicolor card of Besieged. Karn was colorless. Four of the Lorwynwalkers were human in a set containing no humans.
The whole point of planeswalkers is that they are allowed to be alien to the plane.
All your arguments towards Ral can be applied to Kiora.
"I also think that Kiora will eventually be printed, just not in this block" is not a strong argument.
Here is the relevant portion of the rules:
Flavorfully, the player is a planeswalker. A landwalker that 'walk-hits a player can also hit that player's planeswalkers in the same manner.
Fnord is right. By the time you'll have priority to do anything, Wasteland is already in the graveyard due to its sacrifice cost.
Devour does not target. You can sacrifice creatures with shroud because it does not target.
However, you can respond to a player tapping a Wasteland for its ability, but this will not affect anything. The tap+sacrifice of Wasteland is a cost. Once the cost has been paid, the ability is on the stack. No amount of tapping or untapping the source will affect the fact that the ability is on the stack.
Essentially, you need a Stifle or Trickbind and the like to stop the ability.
I would say I'm "impressed" by this outcome, but I was hopeful for all sides to be reasonable.
Thank you.
Both were pretty much a way to slap an Instant/Sorcery effect on a creature.
It was decent design and it worked.
1. Protection prevents targeting, but Cultural Exchange does not target. These are valid choices.
2. Phantasmal X triggers upon targeting, but Cultural Exchange does not target. Phantasmal Dragon will not be sacrificed (nor will it be destroyed; note that sacrifice =/= destroy).
3. Shroud prevents targeting, but Cultural Exchange does not target. This is a valid choice.
4. Considering the exchange choices occur after the spell resolves, no exchange can happen if one of the targeted players is dead/conceded.
5. Considering the exchange choices occur after the spell resolves, dead creatures cannot even be considered for the exchange because they're in the graveyard by the time the spell resolves.
As an aside, this rule is worthy of consideration for spells that do target creatures to be exchanged (Spawnbroker, etc)
Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.
Use emblems. There is no need to change the game.
Yes they can. However, there are more creatures in the entire game than there are any other card type; if not the majority, creatures clearly have the plurality. This justifies them having their own card type.
Unless you want your idea relegated to non-serious 'casual' formats (Planechase, Archenemy, etc) there is no need to dynamically change the game so much for such a limited and niche concept as "Rifts".
That being said, I think the card should say:
"When Volcano Slug enters the battlefield, each player chooses two lands they control without lava counters and puts a lava counter on them."
Works better with multiples and makes the counters actually meaningful when the slug leaves play.
Pugilist Colosseum - :2mana::symg:
World Enchantment Planeswalker
At the beginning of each player's end phase, that player chooses a creature he or she controls and a creature his or her opponent controls. Those creatures fight.
{8}
That's just convention, not a rule. Artifacts were pretty much always rare and uncommon until Mirrodin 1 came around.
A planeswalker doesn't have to have a subtype. Plus, you're essentially having locales act like World Enchantments, there's no reason two locales should be in play anyways.
That's Wizards's problem and no a concern for a custom card creator.
Perhaps the only legitimate point, but this doesn't justify a whole new card type.
Garruk Relentless has a triggered ability. There's no reason why planeswalkers must have loyalty abilities at all.
Artifacts and enchantments exist by different names and the game treats them differently by convention. Red and green destroy artifacts whereas white and green destroy enchantments. Artifacts can be tapped whereas enchantments almost never do. Artifacts are usually colorless whereas enchantments are colored. Artifacts represent physical objects or locations whereas enchantments are immaterial.
These reasons alone are not only flavor differences but have bred a history of mechanical differences.
If you want to make such an oversimplification, you could simply say that Enchantments are just creatures that can't attack and lands are uncounterable artifacts that cost :0mana:.
* Rifts are a new permanent type.
Emblems are not a permanent, but act as a unique type
* Rifts are indestructible.
Emblems are not removable primarily because nothing interacts with them (yet).
* Rifts have no mana cost. Instead, they have a loyalty cost. Loyalty costs are played by removing loyalty counters from a planeswalker you control.
Emblems have no mana cost.
As for the really niche planeswalker-interaction, you can simply make this an additional cost on a card and still leave design space open.
* Rifts can only be played at any time you could play a sorcery.
...make it a Sorcery that gives you an emblem.
* Any player may play a Rift's actived ability.
Simply state this on the card itself.
* Rift abilities are paid for like any activated ability.
Emblems work here.
* All Rift abilities are "creature abilities" list only a type of token, and are understood as "Put a token of this type into play."
Emblems work here.
* If a Rift would be put into any zone except the battlefield or the graveyard, exile it instead.
Cards that give you emblems work here.
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EXAMPLE:
Craw Rift -
Sorcery - Rift
Rift 3 (Put an emblem into play with 3 rift counters on it and the following abilities. Any player may play these abilities as a sorcery.)
:4mana::symg::symg:: Put a 6/4 Wurm token...etc