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  • posted a message on Argent Ring
    Blah blah blah, but for someone who actually knows the game, blah blah blah


    Please expound on how exactly you "know the game". Do you play regularly? Do you read or listen to its designers? Do you research the different archetypes that see play and win in different formats?

    If the answer is no, then you don't know the game.
    Posted in: Custom Card Creation
  • posted a message on Decent Farmer
    I read the name the same way. “Is he very good at farming? Eh, he’s a decent farmer.”

    Only wording tweak is that it needs to search for a “basic Plains card”, instead of just a basic plains. And did you intend the plains to come in untapped because these effects typically put the land in tapped?

    Overall a cool idea though.
    Posted in: Custom Card Creation
  • posted a message on Argent Ring
    In a Standard environment this is probably okay due to the smaller card pool, but for Modern or especially any Eternal format this will be probably too strong. The ability to activate this off an Ancient Tomb or City of Traitors means you are ramping 3 mana on turn 1 (and that's without Power) and there is a reason Mishra's Workshop is Banned in Legacy and format defining in Vintage.

    Rosy is right about needing to be Legendary, which is the standard for Moxen now anyway, but it should probably enter tapped as well.
    Posted in: Custom Card Creation
  • posted a message on Flummox
    Quote from Pokerkingdave »

    I think the wording may need to be tweaked to something like "noninstant and nonsorcery", since I think spells aren't permanents while being cast.


    The wording works as written. A “permanent spell” is a spell on the stack that has a permanent type. It is not a permanent until it resolves, but the game still recognizes its types in the came way that “Counter target creature spell” works.
    Posted in: Custom Card Creation
  • posted a message on Flummox
    It has to retain Vanishing from the stack to the battlefield. They are different zones, so it will lose whatever it gains there.

    Effects that have named effects, "As this enters" or "As you cast" see those effects happen immediately, or correlate to abilities the card physically has and retains as it moves between the zones (the stack and the battlefield).


    Effects that add text to spells are fine, they already exist and function as written.
    Posted in: Custom Card Creation
  • posted a message on Flummox
    It seems reasonable. I could even see Vanishing 2 for U.
    Posted in: Custom Card Creation
  • posted a message on Alara: Maelstrom Run (Updated: 08/06/2022)
    I think you should limit the number of counters you're using to 3, maybe 4 including +1/+1. The memory load of keeping track of multiple types of keyword counters in paper is high (arena makes it look deceptively easy) so tying to 3 evergreen keywords like vigilance/trample/flying will make it easier to manage, and shield counters have the added baggage of being removed which means sigiled can be turned off more easily as well.
    Posted in: Custom Card Creation
  • posted a message on Immortal Fire
    They are not attempting to do separate things. They do exactly the same thing—but through inverse attributes.

    One doesn't bypass the damage stack, skipping straight ahead to lethal damage; whereas one does.

    Blah blah blah...


    You still didn't parse the damn sentence you wrote.

    "Each creature you control is assigned damage based on its power rather than its toughness."

    I block your 3/7 with my 5/6. My 5/6 is assigned 5 damage because ITS power is 5. Then state based effects check to see if it was dealt damage greater than its toughness to see if its destroyed (it wasn't).

    Now, lets assume you corrected grammatically for which creature is assigning the damage to your creatures.

    "Each creature your opponents control assigns damage equal based on its power rather than its toughness."

    I block your 3/7 with my 5/6. My 5/6 is assigned 3 damage because your creature's power is 3. Then state based effects check to see if it was dealt damage greater than its toughness to see if its destroyed (it still wasn't).

    Just as relevantly, your wording has no interaction with non-creature damage sources. If I Lightning Bolt your creature, it still hasn't changed the state-based effect that checks if a creature has been dealt damage greater than its toughness. (But Zilortha did)

    Damage assignment has nothing to do with whether a creature dies or not. Learn the damn rules.
    Posted in: Custom Card Creation
  • posted a message on Immortal Fire
    They don't affect different rules. They do exactly the same thing by opposite parameters.

    Parameters themselves that are unique and apart from one another, but within a single realm of functionality (damage assignment).


    As written your card doesn't even do the thing you want to think it does.

    I block your 3/6 with my 5/6. If each creature I control "is assigned damage based on its power" that actually means my 5/6 is assigned 5 damage, because ITS power is 5. Then the state based effects check and it still hasn't received a greater amount amount of damage than its toughness so it doesn't die.
    Posted in: Custom Card Creation
  • posted a message on Immortal Fire
    It certainly is not, because Doran, the Siege Tower wouldn't have used the term assign then.

    Let me just say, for someone who had come back to the game at Lorwyn block, from last playing and leaving the game at Mirrodin; Doran's text was elegant and instantly coherent. It had professional composition and body. It felt unique and majestic. Everything about it defines the essence one seeks to capture by wording such effects, or adapting the obvious opposite effects from them.


    Let me just say, as someone who started playing during Ice Age, has played regularly since then and has been a judge since 2015, you don't have a clue what you are talking about.

    Like Kamino points out, Doran changes the way damage is normally assigned because it used the toughness value to determine how much is assigned instead of power. Zilortha does care about assignment because power still determines that value, and it chanhes how lethal damage is determined instead.
    Posted in: Custom Card Creation
  • posted a message on Immortal Fire
    Let me repeat: "Each creature you control is assigned damage based on its power rather than its toughness." is meaningless, because damage assignment is only relevant in situations where there are multiple blockers or there is trample. It has nothing to do with the state-based effect that determines if a creature is destroyed due to having received lethal damage.
    Posted in: Custom Card Creation
  • posted a message on Immortal Fire
    This is attempting to force alike credentials for two different parameters, under the blind assumption that the functionality needs to be universal, when simply, it does not.

    In fact, this blah blah blah more bloviating...


    First, "Each creature you control is assigned damage based on its power rather than its toughness." is meaningless, because damage assignment is only relevant in situations where there are multiple blockers or there is trample. It has nothing to do with the state-based effect that determines if a creature is destroyed due to having received lethal damage - defined as damage greater than or equal to its toughness and thus the reason Zilortha refers to how "lethal damage" is determined.

    Second, if your intention if for your effect to work the same as Zilortha, Strength Incarnate, there is no reason to write the effect differently. Lightning Bolt, Volcanic Hammer and Open Fire all have the same effect, and you don't see them written with different phrasing just because the designers wanted to be "creative".

    Third, if you intend this to work differently that Zilortha, you haven't explained how or why.

    Quote from 5ColorsEDH »
    Damage is not reduced by the toughness. It becomes excess damage.

    This is not relevant to the argument.


    Damage marked in a creature reduces its toughness.
    That is a property that only toughness has.


    Actually, Reap is right here for once in the entirety of his existence. Toughness is not changed by damage, only by effects that apply -X/-X to the creature. If my Fusion Elemental was dealt 4 damage in combat and later that turn I cast Grim Contest, the Elemental will still deal 8 damage. Damage is counted on the creature until it is equal to or greater than the creature's toughness, and then state based effects destroy that creature for having lethal damage.
    Posted in: Custom Card Creation
  • posted a message on Alara: Maelstrom Run (Updated: 08/06/2022)
    I'd change either the Brood Vedalken or the Dragonchaser Goblin to not use a death trigger. As written, they are too similar, and getting the Cell on etb is an easy enough change for the Vedalken.
    Posted in: Custom Card Creation
  • posted a message on Custom Myriad Cards
    The Guardian is definitely too swingy, just by the volume of flicker triggers it creates in a 3-4 player game.

    Most of the rest of them are close to fine, but etb and dies triggers on these are disproportionately very strong. In a 4 player game, it is likely that you are consistently going to have an opponent you can attack to trigger myriad without losing your creature, so thr etb/dies triggers become more akin to double attack triggers, and a creature that effectively says "creature 2 treasures when you attack" is a lot stronger than a creature that says "create a treasure when this etbs"
    Posted in: Custom Card Creation
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