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  • posted a message on Apex Predator & Virile Greaves
    Reap actually listened to feedback and changed his card accordingly.

    Has the polarity of the earth's core shifted? Is this the end of days and Ragnarok befallen us? Did I fall into a mirror universe and miss everyone's new goatees?
    Posted in: Custom Card Creation
  • posted a message on Apex Predator & Virile Greaves
    Since you have adamantly defined "or" as only ever being a choice between one option or another but never both, when do I choose if it will get regenerated by casting spells or activating abilities?

    We can set that aside for now.

    You seem to have an obsession with making under-costed creatures that are arbitrarily difficult to interact with. This elemental cannot be blocked or fought by your opponent's creatures, can't be damaged or targeted by their planeswalkers, and can't be killed if you have a pump spell. And for some reason it can stop things that can stop regeneration (even though regeneration and things that stop regeneration aren't put on new cards anymore).

    The triggered ability is also weirdly worded and doesn't work. The ability triggers when you cast or activate, but the spell or ability hasn't increased anything at that point so the conditional trigger won't even go on the stack. The ability needs to trigger off the actual increase to do anything.

    "Whenever Apex Predator's power or toughness are increased by a spell or activated ability you control, regenerate it."

    Also, "Sources can't prevent blah blah blah." doesn't actually do anything because "Source" doesn't mean what you want it to in magic terminology. You want it to say "Spells and abilities cannot prevent Apex predator from regenerating in this way."

    Overall: 4/10 (Card is overpowered, doesn't work as written, and excessively complex and non-interactive)



    Virile Gloves is fine in concept, but is too strong for its cost and is worded incorrectly.

    Virile Gloves
    Artifact - Equipment
    Equipped creature has trample.
    At the beginning of your end step, put a +1/+1 counter on equipped creature.
    Equip X

    2 to cast is fine, but it should cost 2-3 to equip at that mana value.

    Overall: 7/10 (Card functions in the rules, but is over powered as costed)
    Posted in: Custom Card Creation
  • posted a message on Unrivaled Metashark & Supersonic Archavian
    Blue doesn't get haste.
    Blue doesn't multiple protections for other colors (especially not from black)
    "Cannot be countered unless you control a Basic Island" is creative, but the odds of casting a spell with double blue without and Island out is so small that the restriction will almost never be meaningful.
    A 4/3 flyer with three kinds of protection will, at the lowest, cost 5 but probably more likely 6-7
    "Protection from ... sources your opponents control" is overly complicated and further unbalances your design, since you can buff with those colors but your opponent cannot remove.

    A 4/1 flyer that dodges two of the three most common types of removal will cost more than 3 mana, more likely 5 than 4.

    These cardnames sound like you'd rather be designing for Yu-Gi-Oh

    These designs show a lack of understanding of color balance, the importance of interactivity in gameplay, and appropriate costing for power level. Whatever creativity these do try to showcase ends up actively working against the playability of the cards.

    Overall score: 3 out of 10
    Posted in: Custom Card Creation
  • posted a message on Divine Hero
    Quote from Kryptnyt »
    Seems kind of fine, though there's some shearing with "this card wants to sit back and either block or deter attacking" and "this card wants to attack." Adding Vigilance to the pile might be too much though, so I dunno. First Strike is kind of a tradition on these kinds of Knight designs as well, so it looks like it's missing, but that's fine.


    I actually like the tension of want's to attack/wants to block.

    My only problem with the card is that Pro Black and Red means this is too good for current standard (since Mirran/Phyrexian Crusaders were more than 10 years ago) and this would just shut out those colors from the metagame. Hexproof from Black and Red would make it resistant without actually being non-interactive to those too colors.

    (Or if you're designing for a legacy/commander only environment its more fine)
    Posted in: Custom Card Creation
  • posted a message on Radiant's Last Stand & Intrepid Hero's Resolve


    I think they're talking about the part where Reap acknowledged the someone else was right.


    Posted in: Custom Card Creation
  • posted a message on Radiant's Last Stand & Intrepid Hero's Resolve
    Quote from ashrog »
    So... overwhelming splendor is a white aura. A card that cheats a card into play for 2 mana is as powerful as the strongest thing it can cheat out and splendor is... strong.


    I suppose you are right.


    Holy crap, why is no one talking about this part?


    He edited it to only get auras that enchant permanents, so splendor isn't an issue anymore.
    Posted in: Custom Card Creation
  • posted a message on Power Word Kill
    Unfortunately, Wizards has beaten you to the punch on Power Word Kill

    This is an interesting effect, though this is effectively just a Dismember since it gets around indestructibility and regeneration the same way -5/-5 does.
    Posted in: Custom Card Creation
  • posted a message on Realm of the Elderlings legends
    For reference, Reap has repeatedly said that he hasn't played Magic in 10+ years and thinks the game is bad, so most of his advice is not worth listening to.

    Fitz is mostly fine and actually fits (hehehe) pretty well in Jund colors, the fighting being red/green, death trigger for monarch feeling black, ward in green. The repeatable fight is strong, but since it opens him up to dying to pretty much any blocker it isn't too powerful.

    I don't see any white in the Fool's design, this is easily a mono-red card, though probably needs to be 3-4 mana to be balanced with other redirect abilities.

    Althea's payoff isn't worth the cost of giving up a permanent: Best choice is to give a land since that's hard for them to get rid of, but that sets you behind effectively two turns to do so. Also she should be a Pirate.

    Kennit will be ridiculously strong. Like, Yawgmoth's Bargain strong. The drain and lifelink already in Black is just the icing on the cake, but this card will be a rival for Griselbrand in some decks.

    You should specify if you want Tentaglia to trigger off herself or not, either "Whenever another Dragon enters the battlefield..." or "When Tentaglia or another Dragon enters the battlefield..." Also needs to specify "enters the battlefield under your control..." because, as written currently, I gain control of a permanent when my opponent's dragon comes into play (and probably that dragon is what I gain).

    If it only triggers off other dragons, its fine at 6/6 for 7 - on par with Utvara Hellkite. If you get a steal of it entering then it needs to come down 1-2 power and toughness each - see Dragonlord Silumgar.

    I don't know the characters well enough to comment on how your designs match flavor, but theres at least some interesting card designs here.
    Posted in: Custom Card Creation
  • posted a message on Land animating aura
    Yeah, splashability is a good point. I based this off Living Terrain with makes a vanilla 5/6 for 4 mana, so i think the mana value is right though. I don't know a good replacement for hexproof, since flying I think would be too strong, but the rest are easy to shuffle/change.

    Enchantment - Aura 3G
    Enchant land
    Enchanted creature is a 4/5 Elemental creature that's still a land.
    Enchanted creature has lifelink if it's a Plains, hexproof if it's an Island, deathtouch if it's a Swamp, menace if it's a Mountain, and reach if it's a Forest.

    Posted in: Custom Card Creation
  • posted a message on Land animating aura

    Enchantment - Aura 2GG
    Enchant land
    Enchanted creature is a 4/5 Elemental creature that's still a land.
    Enchanted creature has vigilance if it's a Plains, hexproof if it's an Island, lifelink if it's a Swamp, first strike if it's a Mountain, and trample if it's a Forest.

    I want inspired by Scion of Draco. Abilities could reasonably be changed up/flipped around and size/cost could be tweaked potentially.
    Posted in: Custom Card Creation
  • posted a message on New Magus Cycle
    Quote from Pokerkingdave »
    Quote from 5ColorsEDH »
    what about:
    Magus of the Memory 1U
    Creature - Human Wizard

    4UU, Exile Magus of the Memory: Each player shuffles their hand and graveyard into their library, then draws seven cards.
    2/2



    to keep consistent with the naming convention, it should be magus of the twister


    He was referencing the bottom half of Commit // Memory (which is cast from the graveyard), not Timetwister
    Posted in: Custom Card Creation
  • posted a message on Rite of Revival & Infinity Gem


    So now what is your argument to how Dues Ex Machinas work?


    No, its your arguement of how deus ex machina works, because you've said numerous times that "or" is only ever exclusionary and that is why your "when you cast this spell OR it leaves the stack" abilities trigger once rather than twice and cited Disenchant as a specific example (even though we've told you you are wrong.)

    Now, you can defend that stance in the context of this card that you yourself have created. Go ahead, we'll wait...
    Posted in: Custom Card Creation
  • posted a message on Some Commanders
    Reap doesn't seem to understand that making the creature non-legendary defeats the goal of creating an interesting Commander.
    Posted in: Custom Card Creation
  • posted a message on Some Commanders
    I swear, every time I read one of Reap's posts its like someone took a regular post through Google Translate six times before hitting Reply.

    Thor is probably over costed. I'd say it should be have some kind of combat keywords and cost 2RR.

    Varloz' ability needs to cost more unles you add "Activate as a sorcery and only once each turn."

    The only issue I see with Soul of Muraganda is that when it dies and you recast it your best target is just gone, so you'll have to have a bunch of big vanillas in your deck. Not sure a good fix, maybe "exile with a petroglyph counter" and copy of any card with a petroglyph counter"

    An interesting angle for leovold would be to combine the mana and spell ability together. "T: Target player adds three mana of any color. Until end of turn, they don't lose this mana as steps and phases end. The next time that player casts a spell this turn, if they are an opponent, you may cast a spell of equal or lesser mana value without paying its casting cost."

    I'd let Lazav hit any graveyard, for utility of gy removal as well as more copy options.

    Council is too strong: 5 mana, play an free Ugin (even one that died) and all my planeswalkers are Ugins too. Something like "When cardname comes into play, search your graveyard and library for a planeswalker card of each color, reveal them and put them into your hand, then shuffle." and then a cost reduction mechanic of some sort would be much more utility in superfriends (my main EDH deck, by the way)

    Posted in: Custom Card Creation
  • posted a message on New Magus Cycle
    I'd thought about that. I was hoping to find something different and a flashback/aftermath effect just cuz I used that on Red and I wanted to do different "graveyard things" on each if possible.

    I do like this, though, because Past in Flames can be cast normally and Memory can ONLY be cast from the graveyard.

    What could I do for red instead, though?
    Posted in: Custom Card Creation
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