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  • 1

    posted a message on [ONE] Atraxa, Grand Unifier — You (Fan email)
    Quote from ThyLordQ »
    Tribal is unfortunate in that it is a type that only works as a descriptor, so it looks like a supertype when it isn't. If there were purely Tribal cards, it would be easier to grok, like how we know the Artifact in Artifact Creature isn't a supertype, but just two types slapped together.

    I do feel like the rules could have been better changed by just letting non-creatures have subtypes, like they did with instant and sorceries with Arcane, but that likely would have resulted in more pushback on "Why aren't all spells given an associated subtype."


    The issue wasn’t that non-creatures couldn’t have subtypes, but rather that each subtype is specific to one card type (or to instants and sorceries as though they were a type). For whatever reason, the rules manager at the time decided that a tribal had to be type that uses the creature type list, likely because effects that change other types would interact weirdly if it were a super type.
    Posted in: The Rumor Mill
  • 1

    posted a message on [ONE] Major leak on Reddit/imgur
    I'm unreasonably excited about that new Sphere land type.
    Posted in: The Rumor Mill
  • 1

    posted a message on Escapist Raven & Ambient Purgatory
    Reap is back to arguing about how you want the rules to work, not how they actually work. This thread has run its course and now is locked.
    Posted in: Custom Card Creation
  • 1

    posted a message on The Dueling Guns & Epstini Coin
    I'd love to see a little more elaboration. For example, there are already far better 0 mana options; Mox Diamond / Chrome Mox.


    You card requires no additional cards to generate mana for you. Both chrome mox and mox diamond require a specific type of card in hand to be able to utilize their fast mana, while paying 1 life for a free mana is a negligible cost. Giving your opponent access to the same mana generation is also a negligible risk, as your deck will be focused on maximizing the fast mana to combo and win while their deck likley cannot capitalize in the same way should you fail to kill them on the turn you play the Coin.

    Further, the idea of "tricking your opponent into spending life" is, frankly, utterly divorced from reality or common sense. If you are - for some dumb reason - playing this in a deck that cannot win the turn it is played, your opponent will use the mana as it benefits them like at were a pain land. No one is "tricked" when they put Battlefield Forge or City of Brass in a deck, they just spend on resource to get another when it is beneficial and the same is true here.

    You are basing you designs on how you want people to make gameplay decisions, not how they actually play Magic. In you imaginary world I'm sure they are just peachy cards, but they wouldn't be used that way in actual reality where all the people actually playing the game are.
    Posted in: Custom Card Creation
  • 1

    posted a message on It's literally just Graft for Planeswalkers
    If you are suggesting that mine doesn't function within the parameters of the game, you should explain why.

    This is not an obvious

    As a judge, I can confirm that, in fact, your ability does not work within the rules. This is obvious because no other card in the game functions in the way you have created this text.

    By definition, an ability must be either a activated, triggered, or static ability. Unless you actively create a new rule for this that creates a new special action (like morph), you cannot have an optional action that is not an activated ability.

    You have not created a new rules section to support your hypothetical text, and there is no value in doing so when you can use existing templates to accomplish what you want the card to do already.
    Posted in: Custom Card Creation
  • 1

    posted a message on Abeyance but Red
    If you read the opening post, you'll see I don't have to play them to know. I have a keen sense of what is playable and competitive and what is not.
    More like you’re too afraid to be proven wrong to take the risk of putting your “theories” to the actual test.
    Posted in: Custom Card Creation
  • 1

    posted a message on Forfeit a color
    Quote from user_938036 »
    Reading this is confusing. As worded if I forfeit R. Then when I cast lightning bolt it will cost me 4 and 1 life. I assume this isn't correct.
    . That’s how I read it, but you also get to draw a card off the bolt.
    Posted in: Custom Card Creation
  • 2

    posted a message on Forfeit a color
    So the intent is that I could cast this spell as 2G or 2R, and then every time I have to pay the other color the rest of the I have to pay 4 and 1 life instead and draw a card.

    This is trying to do a lot, and I'm not sure the payoff is worth the complexity. Its one of those mechanics that seems like it creates more design space but really isn't as wide as you'd want. I could see this more as a cycle like the Defilers than a full on keyword.
    Posted in: Custom Card Creation
  • 2

    posted a message on Purgatory Frog , Alpha Aetherfrog, Frograptera & Magician Frog
    The shift from the vanilla Purgatory Frog really dug into me. I wanted to push it for the sake of 'sacrifice for greatness', and cut away my sentimentality for the greater good of doing something cool and neo. I know I could have just made another design, but didn't want to if I didn't have to.

    So, okay okay. Hear me out on this.

    Frograptera G/U mana U/B mana
    Creature — Frog Bat
    Flying, haste
    If you control any creatures with base power 0, up to one of them of your choice gets +1/+0.
    2/2


    You’re spiraling reap. Your version 1 was effective, on color, well costed, and straightforward. Your version 2 made it out of color by putting deathtouch in mono-blue and this version 3 replaced it with a different non-blue keyword and Addis a static ability that doesn’t actually work, because it requires a choice without actually defining when or how you get to make that choice, what happens when the chosen creature leave play, etc.

    You went from good to bad to worse. It’s like you took the positive feedback I gave earlier as a challenge for you to prove me wrong.
    Posted in: Custom Card Creation
  • 1

    posted a message on Sing-along
    My first thought is not to have to allow the opponent to get the effect. The interaction of them having to ask and then you allow it is too much decision making, and they'll never ask when you want the counter anyway.

    Also, if this is a cycle or multiple cards with the ability, getting to stack verse counters from multiple sagas makes the later ones you cast both stronger and less appealing for your opponents to participate in.

    I'd suggest changing the last ability to:

    III - Remove all verse counters you own. For every two verse counters removed in this way, draw a card.
    Posted in: Custom Card Creation
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