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  • posted a message on Free Land Celebration!
    Reach is a net zero ability, especially for the cost that it costs you a mana/land drop. Not only that it's reliant on another resource.

    Nice triple decker mansion.

    The boost maybe could use a cost. Obviously, I would rather lessen the boost amount.
    Posted in: Custom Card Creation
  • posted a message on Free Land Celebration!
    Okay, I've got some updates here.

    I've loosened up to making everything linear here to the original concept. I think some diversity is nice. I also didn't see any feasible way to work those restrictions into the bonuses that they added without there still being complications. They were hopeful at best, but still majorly overclocked. Putting an extra damage on a 4 power attacking creature is too redlined. It was a yellow flag for me from the start. The effect providing reach allowing a lesser creature to reach for a Dragon should be imperative though. For this to work as intended, it needs to switch over to purely defensive. No way to do that as it was, with the time loophole between blocking and having reach after the fact of.

    Interested to see the review on this one. It could only grant the counter on EBT. But that's more likely going to make it useless than it does make it artistic and balanced. Much more important that the utility for this is preserved, and so naturally this form becomes essential to the design's integrity. It being potentially double from Quicksand, but doing nothing on its own, is still a little shaky for me.

    Putting 2 damage on a 3 cmc in this era can certainly be redline as well. The restriction on Outlands just didn't do what it hoped to. I feel confident that this flex is where it wants to be. And the uniqueness of there being no restriction, alongside the combo potential it has to run in a spread with Quicksand is prime. Just needed a more descriptive name for its aggro nature.
    Posted in: Custom Card Creation
  • posted a message on Free Land Celebration!
    I think it exiling itself is good enough for balance. Even if you can also use it for the mana before you do.

    A land drop is a land drop no matter how you cut it.

    I think the name could be a little better. I wanted to name it Portal, on the wings of Riftstone Portal.

    Honestly still on the fence with both of the Quicksand variants. I had wrestled with the idea of just +0/+2 on Hunting Valley and then +1/-1 on Cursed Outlands from the start. One of the things keeping me from that is the necessity for these to have other limiters. I am very weary at allowing these to just boost any type of creature. It's not on board with the schematic of the original concept, and makes them more extravagant than they want to be (in that light—or in that shadow) as well.
    Posted in: Custom Card Creation
  • posted a message on Free Land Celebration!
    Aetherworld Portal
    Land
    When Aetherworld Portal enters the battlefield, you may play a land card from your graveyard during your next turn.
    tap symbol : Add C to your mana pool.
    1, tap symbol : Return Aetherworld Portal to its owner's hand.
    "I knew there was a way to undo my past. But first we must undo yours—Ob Nixilis."
    —Liliana


    Alt. Flavor Text
    "I knew there was a way to undo my past. But first we must undo yours—Liliana."
    —Nevinyrral


    It all started with this. How do we give this a free play? Not exactly what I had in mind. I kinda wanted this to be a white land. White could use cooler legendary lands.

    Grand Revivalist Cathedral
    Legendary Land
    When Grand Revivalist Cathedral enters the battlefield, you may cast up to one white creature card from your graveyard this turn. If you do, exile Grand Revivalist Cathedral.
    tap symbol : Add W to your mana pool.
    I saw a zombie praying here last time, and now I truly believe, that through faith, all things are possible.

    Free! Who doesn't love free?! Free everything would be great! Even if everyone in the world had a million dollars they would still show up to work at the gas station for something to do. Obviously, this could have more restriction. Say, if you do cast it, exile this land. Wish there was a cooler word for such a church. Temple would be cool to make it more universal across cultures. Sanctuary would also be interesting imo. There's no tax on running 4. That is what feels oddest to me.

    Hunting Valley
    Land
    tap symbol : Add C to your mana pool.
    tap symbol : Put a reach counter on target creature.
    tap symbol , Sacrifice Hunting Valley: Target blocking creature gets +2/+3 until end of turn.

    It's literally just an inverse Quicksand.

    Hostile Outlands
    Land
    tap symbol : Add C to your mana pool.
    tap symbol , Sacrifice Hostile Outlands: Target creature gets +1/-1 and gains haste until end of turn.
    This is the type of place that changes you upon arrival.

    It's literally just an inverse Hunting Valley.

    I originally wanted to put haste and reach together on Hunting Valley. But that's such severe overclocking I realize it would tie up phone lines on the dreaded ultimate nightmare of Wizards of the Coast customer service hotline. So, I was like, a flowstone would be cool with haste. +2/ still feels a little overclocked, even with the CMC limiter, but it does have the excitement of Quicksand (which is nice!).


    Hunting Valley
    Land
    tap symbol : Add C to your mana pool.
    tap symbol , Sacrifice Hunting Valley: Target creature with base power 4 or less gets +1/+2 and gains reach until end of turn.

    Cursed Outlands
    Land
    tap symbol : Add C to your mana pool.
    tap symbol , Sacrifice Cursed Outlands: Target creature with converted mana cost 3 or less gets +2/-1 and gains haste until end of turn.
    Posted in: Custom Card Creation
  • posted a message on It's literally just Graft for Planeswalkers
    I am absolutely certain that this ability is too strong to be thrown on mass amounts of lands.

    There is only potential to throw it onto legendary lands later down the line, given they have other creative elements to them (restrictions possibly).

    Hall of Eternities
    Legendary Land
    Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
    Whenever a planeswalker enters the battlefield or activates a loyalty ability, you may add one mana of any color to your mana pool.

    I am not against the rebranding by the concept term Leyline. I like it a lot actually. However, I do feel it's on the table that this concept has been too strongly relayed that these are domains whose power creates particular status of the environment, and planeswalkers can simply draw on that. It's creating isolated specifics that aren't mysterious enough (or as mysterious as they want to be) with the mainstream action in which they have been presented. Esoteric creates a shroud of mystery, and relays suspense that's imperative to world building, story building, and atmospheric setting.

    It's also more adaptable to other types of permanents, that would of design space which should not be neglected, and would likely come in very handy.
    Posted in: Custom Card Creation
  • posted a message on It's literally just Graft for Planeswalkers
    Let's only go so farther into this topic to explain the concept of:

    Hybrid Abilities

    Hybrid abilities have two natures. A primary nature and a second nature. For interactivity purpose, the ability counts as its primary nature when referred to by other effects. The secondary nature merely provides descriptive context, towards the hybrid mannerism in which this ability exists within the game, and its dynamics. Blending the lines between timing triggers, activation clauses, and static existences.

    What we have here is a triggered ability on a static base. It would operate as a triggered ability, but within the defined parameters (existing within a static time-frame) allows the player to choose when the ability is triggered. In this case, it's very close to an activated ability, but since it doesn't have a cost, it's not an activated ability.

    Hybrid abilities allow developers to provide new tiers of interactivity with innovating wording composure that's both clean and convenient.
    Posted in: Custom Card Creation
  • 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 fact.

    It is an obvious fact that losing a land drop can cost you the game.

    Having your land enter the battlefield tapped can cost you the game.

    There's nothing greedy about my current version. 58% chance of drawing one now in your opening turn (without your A.S. mulligan rule) simply secures a better coin flip, or every other game. You have to actually control a permanent before it produces prisma. It only gives you one loyalty counter. Yours gives you two, which is way more greedy and broken stand-alone. You don't need to produce mana when you can fire off your ultimate two turns early (or better).
    Posted in: Custom Card Creation
  • posted a message on It's literally just Graft for Planeswalkers
    Except when I said, "Not ETB".

    I think my final version is in.

    I prefer the limit on five over six, it's like they each would reflect one of the five colors. Five different versions could be painted towards this theme too. The ability is silly powerful. Don't want to get irresponsible here. Just want to build some suspense.
    Posted in: Custom Card Creation
  • posted a message on It's literally just Graft for Planeswalkers
    The flavor behind it is that the land is enchanted. It's teeming with magic and power that can be soaked up by the planeswalker.

    I honestly feel like, this is too powerful to become a full cycle of lands. But the mechanic is still cool, would be cool on artifacts and other permanents costing mana, but for a land would be okay only as a prismatic land.

    Hall of Eternities
    Land
    Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)
    tap symbol : Add C to your mana pool. If you control a planeswalker, you may add a mana of any color to your mana pool instead.
    A deck can have up to six cards named Hall of Eternities.

    Maybe to sweeten the pot, increasing the hold it can have like this. Something I know I've done and talked about in the past. Making it five instead of six is also on the table to preserve challenge a bit, while pushing the probability factor up past that 46% threshold that 4 copy limits naturally have.
    Posted in: Custom Card Creation
  • posted a message on It's literally just Graft for Planeswalkers
    Aurora Halls
    Land
    Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.)
    tap symbol : Add C to your mana pool. If you control a planeswalker, you may add one mana of any color to your mana pool instead.
    A deck can have up to five cards named Aurora Halls.


    Aurora Halls
    Land
    Esoteric (This land enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this land to a planeswalker you control.)
    tap symbol : Add C to your mana pool. If you control a blue Planeswalker, you may add U to your mana pool instead.

    Pretty simple. Almost hurts the waking mind to think about how cool certain planeswalker become. Could maybe need the Legendary Type, or another restriction to prevent abuse? Not [enters the battlefield tapped]. What stops a person from packing the entire spectrum and just playing mass Exploration on Summer Bloom into a crushing ultimate? Okay, maybe that's not entirely broken, but something to consider for preserving challenge. Wanted to maybe include legendary creatures also for the mana ability for more interactivity, but almost want to preserve the challenge of it being limited more. Can't go wrong with leaving that space for entire nother cycle of lands for legendaries.

    Obviously, this could say permanents instead. And you can get something like this:

    Magician's Orb 0
    Artifact
    Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)

    Or supplement

    Magician's Orb 2
    Artifact
    If a planeswalker would have any loyalty counters placed on or removed from it, you may have three times that many loyalty counters be placed on or removed from that planeswalker instead. If you do, exile Magician's Orb.

    It's like a Pokéball.

    This is the low ball. 4 would be based. And 3 would be mid.

    Sparkholder's Shard 1
    Artifact
    Psychometry (As you cast this spell, you may shuffle a card from your hand into your library then draw a card.)
    Esoteric (This permanent enters the battlefield with a loyalty counter on it. At anytime you could cast an instant, you may move all loyalty counters from this permanent to a planeswalker you control.)

    Magician's Orb 4
    Artifact
    If a planeswalker would have any loyalty counters put on or removed from it, you may have it be three times that many loyalty counters instead. If you do, exile Magician's Orb.


    Posted in: Custom Card Creation
  • posted a message on Mating Season
    I'm not typically into creating mock ups. Once in a while it's okay. Not really a style I enjoy though.

    I prefer just to muse and let people's own creative talents run wild.
    Posted in: Custom Card Creation
  • posted a message on Abeyance but Red
    I think the final version is in.

    Since this wasn't going to be a bauble, I wanted to separate the bauble styled draw effect. I know it's on other legacy cards, but that's not the point, nor the style we're trying to express here. The effect absolutely needs to stay in color for continence. I set out to make a red abeyance. Nothing exact. Something unique in its own. At the point this began to look like it could become a red Veil of Summer, that notion was tempting, but I withdrew from that easily to stick to what I set out to do. It was a toss up between Contravoyance and Psychometry (you may shuffle a card from hand and then draw a card). I felt like this effect at one mana with psychometry risks being too cheaty-face.

    I'm not desperate to have a card I know I can win on. I simply want a card that I know offers a fair chance. Given that, I wanted to lift it from the one drop spot to raise that bar back to where I originally set it (akin to this exact reason). I feel like Contravoyance gives the spell at 2 the cushion it needs to say it's undeniably playable, and competitive. This is by an incredibly narrow margin, and potentially selection by avante garde choices. I had paired it against things like Gamble and March of Reckless Joy that I felt it would have to compete against for its place in the deck. After considering how tight the competition was with Contravoyance, I knew this was the form it truly wanted and needed to be at this cost and offer all that it does (preserving challenge and breeding interactivity).
    Posted in: Custom Card Creation
  • posted a message on Mating Season
    Amazing design concept.

    Requiring them to tap for the effect is not amazing. It will ruin the card's competitive edge.

    Paying 2—even 3 would be far superior.

    Exiling them and then returning them to the battlefield—now we're really talking power.
    Posted in: Custom Card Creation
  • posted a message on Abeyance but Red
    It has nothing to do with that. It's exactly as I've said.

    The difference between poison and medicine is in the dose.

    It doesn't matter what you say, but that you say it in very funny way.

    Exactly this.

    I really can't find a way to add a Deus Ex Machina from the ones I have and see this is balanced. I wanted Psychometry for this; which currently reads: [you may shuffle a card from your hand into your library then draw a card]. This giving you two cards for two mana, even though it also costs you a card from your hand is so edgy and borderline. I don't think it's bad. I know it would be exciting. But it's sloppy. I can't sign my name on that quality of work. The other option would be to reduce the cost. If this was a single mana, it would be playable and good, but arguably not balanced. So it's either questionably unfair, but good; or undeniably balanced, but crap. Not a good rock and a hard place to be between. I would see this as the new Veil of Summer. Which is odd—because if this was a bauble for 0, who would care?

    Posted in: Custom Card Creation
  • posted a message on Abeyance but Red
    Lul, relax. I only pitched this as a concept. It was never to say that it was perfect as is, or that it didn't need to be reworked. The version before the presented one (simplified one) was: required you to reveal your hand and the next card you draw this game, and if you don't reveal that card you lose the game. Just an example. Certainly, allowing cards to be played in any color is questionable. But it is what you pair it with that matters most of all. How many effects boil over onto artifacts, which proves that there must be common ground for certain effects. They would not exist if there wasn't.

    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.
    Posted in: Custom Card Creation
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