2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Treacherous Dragon & Thrash Loyalties
    It doesn't do that.

    It says power and toughness, meaning both the power and toughness needs to be 1 or less.

    This is specifically why I denied the use of "and/or" 1 or less—which would then allow just that.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    Quote from Grapefruit21 »
    Not a comment on the card design it self but in magic the name "Force of x" has been used to indicate cards with alternate casting costs like Force of Will or Force of Negation. While it's a great name it shouldn't be used for this card because it's a break with a pretty iconic tradition at this stage. Impulsive Force, Impulsive Will, Words of Impulse, or Compelled Impulse are ideas off the top of my head to try and keep the flavor without upsetting a pretty neat tradition.


    I find it very OCD to want to stereotype a name or term.

    Wicked Pact // Demonic Pact // Pact of Negation are all entirely different cards.

    Trying to block off the term "Force of __" is incredibly oppressive and unhealthy.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    Consider another important aspect that even though it's modal, how often will you have the opportunity to use the second one?

    Imminent threat can easily dictate that you will have to expend this spell for the first effect a majority of the time.
    Posted in: Custom Card Creation
  • posted a message on Treacherous Dragon & Thrash Loyalties
    The power and toughness restriction is what allows for a three in one design.

    If you can take over three 3/1 creatures with this, for three mana, that's totally over-the-top, no matter how rare the play chance is.

    That play chance extends to every scenario where only the power or toughness is 1, which then you might see has way too much domain influence.
    Posted in: Custom Card Creation
  • posted a message on Treacherous Dragon & Thrash Loyalties
    Domain Influence is the influence that an effect has over the domain.

    If it soft locks a permanent, that's a small amount of domain influence. If it removes a permanent, that's a large amount of domain influence. If an effect overcomes a buff (such as regeneration), that adds domain influence. If it's dampened by a condition (such as absorb), that lessens domain influence. If an effect only draws you cards, that's a variable domain influence. If it allows all players to draw cards, that's an invariable domain influence.

    And so on, and so on.

    This is something I've coined by studying the dynamics of the game, and how the conditions of effects directly or indirectly affect the outcome of the game. I've mentioned this before, when I said that hard removal possesses too much domain influence for it to not be in every color. And for all alike effects, the same. The color wheel is still a considerable element (especially in terms of flavor and fantasy), but the concept of it having certain effects locked into certain colors was simply an ideal, one that goes against the reality of the game and its dynamics.

    I don't have a set amount of domain influence for anything. That's not how I measure it. I do everything by heart, keeping a mental image of how much domain influence it should have abroad, when checked against every other effect, contents, and condition. If you're looking for something like a points system, that's going to be very tricky. As the measures of domain influence are so erratic. A permanent is worth like 1 point. Removal is worth like 3 (but is possibly infinite). It's not really necessary to have a points system. You'll be too bogged down trying to factor "perfect numbers" you'll lose touch with other important aspects (such as risk, challenge, and fantasy).
    Posted in: Custom Card Creation
  • posted a message on Treacherous Dragon & Thrash Loyalties
    That's not what domain influence means, and I have explained what it means before.

    Domain Influence is the amount of net gain that a card's effect has over the game's contents and its dynamics.

    Thrash Loyalties is as in taking over, destroying, obliterating, or championing the loyalties that an entity has towards, say, another entity.
    Posted in: Custom Card Creation
  • posted a message on Treacherous Dragon & Thrash Loyalties
    The dragon is a combo-piece. A player can chump block the initial attacks with something like Ornithopter. And sets up for a control magic combo. That combo you mentioned is still really powerful.

    Thrash Loyalties wasn't supposed to be permanent. I fixed that.
    Posted in: Custom Card Creation
  • posted a message on Treacherous Dragon & Thrash Loyalties
    Treacherous Dragon 2RR
    Creature — Dragon
    Treacherous Dragon enters the battlefield under an opponent's control of your choice.
    Flying
    It lives to bite the hand that feeds. It takes pleasure in every drop of blood tainted and impure.
    10/4

    Thrash Loyalties 1RR
    Sorcery
    Gain control of up to three target creatures with power and toughness 1 or less until end of turn. Untap those creatures. They gain haste until end of turn.
    "I've seen loyalties taken by force, and I've seen them taken by cunning. I've seen them taken by promise as well and shatter all the rest. By far the most absolute form. It binds me to this very day—and I expect it to endure forever."
    —Strahd von Zarovich


    One of my takes on trips. A triple Threaten or Act of Treason. It's intended to be a combo materia for things like Hunted Phantasm and Hunted Troll. I would have liked it to extend to Hunted Dragon as well, but there's no way to jack up the range and domain influence without it becoming questionably unhealthy.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    Justice Strike (and its core functionality) doesn't even have enough domain influence for that to matter.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    The point was that it didn't cost one mana to do any of those things when it was created.

    It was thought to be over-the-top that it allowed you to destroy either. Especially given that terror costed 2, and only allowed one thing to be destroyed.

    Creeping Mold was upcost because it was in green, which was thought to be a balancing synergy to its mana ramping, and allowing creatures to be destroyed in green at the time was avant-garde.

    Decimate honestly shouldn't require each type to be out. Ones that can't be targeted should simply be passed. I do understand the linear and continuance argument behind its reasoning, so you can save me all that.

    Typically, effects going multicolor see them losing a mana to suit. Such as Lightning Helix and Blightning.

    This is arguably doing just that.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    Quote from user_938036 »
    If you don't understand how taking a fairly costed effect and making it part of a modal card without increasing its cost is a problem then that is your problem.

    If terror read destroy target creature or target opponent discards a card; nearly everyone would agree its undercosted despite neither ability being particularly over the line.


    It's not that, it's just that this has been a standard for a long time.

    Disenchant // Pillage // Creeping Mold // Decimate

    It's blue to provide a solid multicolor unit.

    It fits very nice into blue flavor-wise, and has a solid multicolor card, isn't doing anything wrong functionally.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    It was originally simply, "deals damage to itself equal to its power". However, I quickly realized that it should be that plus 1, as this helps deepen the glow of the design as a solid multicolor, and the extra damage reflects the forces of physics and impulse, in addition to the force of one's own.

    I honestly can't see the argument that it's undercosted. It's essentially a compact Terror or Doom Blade, that doesn't ward regeneration either.

    Hard to really compare this effect with Price of Progress, although they're probably close in relativity. Given that said, as modal effect, it should be perfectly fine to have variance in the curve effects. Although I don't really think there is here, they are both very concentrated, and hugging the curve tightly together.

    I would fancy this spell could be a rare even. Much greater than any of the jank ones they throw out there.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    Force of Impulse UR
    Instant
    Choose one —
    • Target creature deals damage to itself equal to its power plus 1.
    • Force of Impulse deals damage to target player equal to the number of tapped lands he or she controls.
    We're all going to make that mistake inevitably, the one where we close our eyes to the world around us and see only ourselves.
    Posted in: Custom Card Creation
  • posted a message on Lunar Ring (an attempt at a fixed Sol Ring)
    I would have probably thought to split this as a counter-balance to having had a land enter the battlefield tapped.

    Such as, "costs 1 less to cast if you had a land enter the battlefield tapped this turn".

    Maybe even, only the first land, for good measure.
    Posted in: Custom Card Creation
  • posted a message on Golden Opportunity
    Quote from fleshrum »
    the difference being this doesn't have a drawback. In what way is having 1 life a risk during your own turn? (high cost) or (low cost + quirk) has been the template for time warp effects for decades now, and won't change anytime soon. A custom card should reflect that. If you want to template it differently, there should be good reason to do so.

    Do you have a reason? If not, it needs to change.


    There is a big reason. It was explained in a previous post. This spell cannot be used in a bundle of scenarios, because it will lose you the game. And even if you have a response backup, so long as it's not sufficient.

    The drawback of skipping your untap step is absolutely not greater than risking losing the game.

    Given that, I just think it triggers attention deficit that there would be two miracles that both allow extra turns.

    Mine though certainly is more creative, and probably is the creativity that should have been shown firsthand for such a dynamic concept.
    Posted in: Custom Card Creation
  • To post a comment, please or register a new account.