I enjoy Star Trek online, so I'm sure I'll give it a shot.
I'm not sure why the article posted today is making like this is a new revelation, I remember this being talked about 4-6 months ago.
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Mar 6, 2019rowanalpha posted a message on War of the Spark: Foil Planeswalker in Every Prerelease PackSo, crazy thought, maybe not all the planeswalkers are in the set. We get the one promo that is a rare or mythic from War like normal, and the second is a promo version of one of 36 planeswalkers, but not all of them appear in the set and those that don't aren't playable in Standard (unless already printed there).Posted in: The Rumor Mill
This just sucks for me since I collect prerelease promos.
Feb 27, 2019Posted in: Custom Card CreationQuote from 1110mystic »Well I can't use Echo since the sacrifice is part of the ability of Echo. As it's currently on gatherer:
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
As you can see - Echo also uses the control language. I don't know if that's just old language or if that should be fine for memory issues. Additionally I think the only card with memory issues would be the angel - all the others happen on paying the cost.
Yup, I totally blanked about the sacrifice part of echo.
I think if echo were printed now, it would have the ETB text instead of control, as R&D would want to avoid those weird corner cases. Interestingly, the "control" version makes your opponents Control Magics stronger for them, but makes Threaten effect weaker, since you'd get the extra Resonate trigger. This may be an interaction you could build into the environment if you go that route.
Feb 25, 2019I would change the ability name to "Resonate [cost]" as that can be used as a verb when players talk about the ability ("At the beginning of my upkeep, my Angel will resonate") and you refer to it that way in the rules text.Posted in: Custom Card Creation
The memory issue is a little bit of a problem, especially since it counts control and not just coming into play, so Control Magic effects give the opportunity for a player to steal and get a ability trigger.
You could simply use echo, and accomplish 99% of what your are doing, but the new flavor is a fine reason to change. I'd change the reminder to (At the beginning of your upkeep, if this entered the battlefield under your control since the beginning of your last upkeep, you may pay COST). That way there are no shenanigans for opponents stealing the creature, but it will still trigger off blink effects.
Feb 22, 2019Posted in: Custom Card CreationQuote from user-12976315 »Quote from void_nothing »Cool concept but costs don't work that way.
Maybe not in black border rules...but in silver border, as long as is clear what the card do, anything goes, right? Neither Super-Duper Death Ray works as intended in black-border, but that doesn't mean that for players is not clear what it wants to do right?
In this case, the intended sense is that you can activate the card in the moment you finished to say the flavor text of the 4th card with flavor text you played, either is a land or spell. I don't think casual players should have troubles to figure this out themselves.
Infiltrator is right that the problem of your cost/effect template is the timing.
Step 1: Announce ability, paying costs (reciting four flavor texts), put ability on stack.
Step 2: Ability resolves, hands are discarded and new cards are drawn.
Step 3: Cast spells that you did not know you were going to have in hand when you activated the ability.
Unless you can somehow cast four instants with flavor text between Step 1 and 2, you won't know what the next four spells you are going to cast in the turn are.
Here's a different template that might suit what you are looking for and match the other psycho graphic cards like you want:
4, Reveal any number of cards in your hand and recite their flavor text: Each player discards their hand and draws seven cards. This ability costs 1 less to activate for card in your hand with flavor text.
Alternately, you could just change the ability to be activated after the spells are cast:
Recite the flavor text of the last four spells you played this turn: Each player discards their hand and draws seven cards.
Feb 20, 2019You could change Become Silverware to "Enchant creature or artifact" Then it would definitely stay on when the creature stops being a creature.Posted in: Custom Card Creation
Living Roil is way strong. It does die to removal, but it should probably come into play tapped. I'd also make the trigger stay a creature just to end of turn, so that is only a creature during your turn and you don't get Stone Rained by their sorcery-speed removal.
Illusory Conversion can be better written as:
Illusory Conversion 1UU
Exile target creature, then manifest that card.
Feb 20, 2019Blood in the Water can be changed to "create three 1/1 Blue fish creature tokes with 'when this creature enters the battlefield it fights target creature an opponent controls that was dealt damage this turn'."Posted in: Custom Card Creation
This means that the tokens will fight one at a time instead of as part of the spell resolution, so some of the fish can actually survive if the one damaged creature is destroyed. They can also fight other creatures that were damaged.
That said, I'd up the price to 3RR since it has the potential to be a 4 for 1 in the right circumstances.
Feb 20, 2019Most of these are too strong for common. Additionally, a couple of these spells are severe bends for their colors. Remember that a color is defined not just by its keywords on creatures, but the number and sizes of those creatures.Posted in: Custom Card Creation
For instance, Red does not typically get large, square stated tramplers, and especially not at common. They will more typically be high powered/low toughness so they are more fragile.
Watchwolf is also right that you should have your cycle rotate through all 5 colors rather than have the W/U and R/G/B cycle you have.
Feb 15, 2019rowanalpha posted a message on New Wizards & Wizkids boardgame - Ravnica InquisitionObvious joke is obviousPosted in: The Rumor Mill
Feb 14, 2019Costwise, I'd make the Multikicker use hybrid (G/U)(G/U) instead of the current value, just so that you can pump it without having the absolute perfect mix of mana.Posted in: Custom Card Creation
I think the fight trigger is a problem. Copies that make copies will snowball, and the fight trigger will always net gain more pirhanas unless the opponent is playing very high toughness creatures with at least 2 power.
You should make the second ability be either one or the other, but not both copy and fight together.
There also is a game stalling loop if they have a crafty cutpurse, but thats a very corner case.
Feb 2, 2019Dude, you gotta reformat how you post your cards if you want good feedback. Void_nothing already gave you the structure so that its easy to read and in the same order as a regular card.Posted in: Custom Set Creation and Discussion
Name Mana Cost
Type - Subtype (Rarity)
So you turn
Destroy target creature and gain five life. Give all creatures your opponent’s control -1/-1 until end of turn.
4 Colorless Mana
Vampiric Execution 4BB
Destroy target creature. You gain five life. Creatures your opponent’s control get -1/-1 until end of turn.
The way you have it now makes all the cards muddle together and they read like a list of lands and random abilities, so its not setup in a way for people to parse to tell you how to improve your designs.
Jan 30, 2019Posted in: Custom Set Creation and DiscussionQuote from Compleately »
However, unlike Alara or Tarkir, I'm not sure Annutia needs even distribution of colors. It's largely top-down designed set - the cards reflect the setting first.
So, where you're going to run into issues is fitting your set together. Consider that a normal set has 121 commons, so (if there's no multi color) each color effectively gets 24 commons.
White - 5 factions = 4.2 cards per faction
Blue - 3 factions = 8 cards per faction
Black - 2 factions = 12 cards per faction
Red - 2 factions = 12 cards per faction
Green - 3 factions = 8 cards per faction
Another issue is that, if you want to create cycles of multicolored cards, every player will need to be in white to be able to draft them.
Remember modern design pushes themes and creative into different colors so that play will be balanced. For example, zombies, spirits, vampires, and werewolves have all been black in magic's past, Innistrad (the marquee for top-down sets) pushed those tribes partially or completely into other colors to keep the draft and play environment balanced.
If your goal is to design cool cards, great, because your faction ideas are interesting and can go some cool directions. If you're looking to make a fully realized set balanced for draft though, you'll need to find a way for players to not feel like every player is pulled into playing white.
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