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  • posted a message on Rate my Theros Beyond Death draft /10
    Quote from Funkenstein3D »
    If you don't believe me on the lands thing, check out the "3-0 deck compendium" in this very forum. You'll see approximately zero decks that run less than 16 lands. You can probably Google up some winning draft decks from recent Mythic Championships as well and see how many lands they were running. Again, I guarantee it's 16+ for nearly all of them.

    Are they running fetch lands though? Because those count as two for one with the way they thin the deck down. They'll only see explicit success for this reason—the effect helps to unadulterate the deck's consistency. If you're not running fetch lands, then you have to secure your mathematical proportions for yourself (via the percentile clench).
    Posted in: Limited (Sealed, Draft)
  • posted a message on Rate my Theros Beyond Death draft /10
    Note that the replacement effect also enables you to 'cut the fat' in your own deck by removing a land draw, and additionally, can disrupt the very popular scry seen throughout the set. I honestly think if a person neglects the utility of icing cards that would be a major threat to them, they are missing out. Unless you're faced with an incredible grab, it's a no brainer. "This card is not something you want to be up against in a limited format." On average, there are about 7 grabs you have open to anything. You definitely want to use them for this purpose. That leaves another 7 grabs open to the demands of early draft, where you might have to make arrangements in response to possibly splashing into another color. I'd never call this overrated, but moreso is advanced, and is embodied by the great challenge of not getting carried away with icing too many grabs.

    I've played Magic since 7th Edition, and in all my experience, a 40% percentile clench adulterates the consistency of the deck too much. You will get too many wasted land draws, and that will often kill you in keeping up with the game pace. Something like 32%~35% is a much more solid percentile clench for balancing between lands and your prime content.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Five Cards for God Tribal
    My initial point was that the God designs were pretty internal, as to not need direct support for themselves. Moreso, they aim to support other content, so the technique for building around them would involve creating designs that they boost or help to utilize.

    Not saying your designs are weak, but if I was to go over them I just see some misassignments. I'm guessing you may have mixed these up on purpose?

    For example, the second ability of Prismatic Priest isn't needed in blue as much as it's needed in black or red. You mine as well make it "Creatures you control may attack and block as though they're unaffected by any spells or abilities." It might remove the isolated boundaries you intended for grace ('balance'), but it opens up interactivity, and could you explain why those matter (the restrictive boundaries—only 'can't attack' and 'can't block' abilities)?

    Automatically enabling devotion is kind of a lack-luster, no go either. I think it detracts too heavily from interaction, as to break the aspect of challenge, one of the primary aspects of fun that make up the game. It's just a very blanche and unimaginative effort—even if such an effect would perfectly match a concept such as True Believer.
    Posted in: Custom Card Creation
  • posted a message on Traveler's Amulet over land
    That card is only if you're running more than one color. If you're doing monocolor, you mine as well just run another land.

    Otherwise, it enables you to run a high-low split between the lands of your two colors (5 and 10)―to secure favorable conditions for the consistency of your primary color—then use two or three amulet to transverse between your needs. Say if you need to get into your sub-color, or if you need extend your color heavy capabilities (such as to increase your devotion).
    Posted in: Limited (Sealed, Draft)
  • posted a message on Rate my Theros Beyond Death draft /10
    You don't think there are enough non-basics? Those Temples were all over the place.

    This deck is running a 32% land base. What makes you think it needs a higher percentile clench than that?

    I might have done some wasted grabs with a lot of the lands, but I lucked up at the end when I was able to grab that Underworld Fires—that's the nope. Same with Mire's Grasp at the beginning. A bit of an advanced tactic grabbing things that can be a major threat against you.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Five Cards for God Tribal
    Please forgive me if I'm a little rough.

    It probably does come off that way (idiosyncratic), as I have a very in-depth understanding of the game down to its finest intricacies and most fundamental dynamics. It seems to be very arcane knowledge, and denotes how many people have actually been designing the content for this game entirely blind. I am never trying to be overbearing. I am simply never trying to just say something and leave it unexplained, or leave it to the interpretation of others. Whenever you make a statement, it's often crucial to explain the concept/dynamic/principal, to ensure that your statements will be understood as intended, or as the concept truly exists. Understanding is all about detail (the understanding of scientific reality). And that is why I go out of my way so hard to explain everything.

    The Elder Dinosaurs should have been on par with the Eldrazi in respects to their concept as a character of grandeur. They were essentially God scale characters.

    One thing I've learned from especially Richard Garfield's designs is that within certain boundaries, a card can never be too powerful. And in my advanced interpretations, I can tell you that so long as some fundamental interactivity remains, linking the card to the open world to be engaged with (and not locking itself out entirely); it will remain pure and true to the game in all respects of fairness and fun (despite even large measures of power).

    There is a bit of a technical factor in this regarding the aspect of grace. Essentially, a card can lock out interactivity if it wants to do too much for itself (and be too self-sufficient); cutting out the necessity for outside resources to interact with, or support it. So it's not just about being evasive/unstoppable/invincible—but is also about 'Never Putting The I In Team'. This can be a very tricky concept to understand, because certain levels of self-sufficiency can be crucial to the design's play value. If it doesn't have an essential amount of self-sufficiency that it beneficial to it, then its play options will be too limited for its own good. Not providing this fundamental level of self-sufficiency can cripple a design's playability this way—just as doing too much can make it appear vulgar and gaudy (or actually unfair/unfun).

    Typically, you want to do one thing and do it well. And when you are doing more than this, you want to give a restriction for each permission.

    That is the best way to sum of the technique.
    Posted in: Custom Card Creation
  • posted a message on Five Cards for God Tribal
    lol at some of the Dinosaurs

    Zetalpa, Primal Dawn (not, "the Primal Dawn"?)

    This guy only has 4 power? They mine as well just made it an 8/8 with doublstrike for that cost (or just upped it to 10). It should have been on par with the Eldrazi. Moreso than support, many designs need to reprised entirely.
    Posted in: Custom Card Creation
  • posted a message on A Proposal: White needs "X"
    I'm an avid speaker on this topic.

    It is certain that some effects have more domain and influence on the game, and thus should not be left out of any color because it throws the entire balance of power off. If I was to assign a value of influence to various effects in the game, it's obvious that removal and creature aren't going to have the same value. Because the post-ex-facto dynamic of removal makes it more precedent. One giveth, but then one taketh away. And thus, the after-the-fact-of effect becomes the precedent everlasting one. More domain (time and space)—thus more value of influence. Even if they did have the same values (as board advantage—one for one), when the totals all add up, one color having both, and the other only having one, is going to set one color out of balance with the others (its influence total is higher).

    Card drawing (card advantage) should be a much easier concept to understand. The flow of the cards a core-fundamental of the game. A player who is able to resource more cards is naturally going to have the advantage in a vacuum (more domain over time and space). The ideal isn't to open unlimited potential for resourcing cards, but wants to gracefully limit it (balance it). And would want to do this by the same means that Pokemon Trading Card Game has: Put an emphasis on providing outlets for all types of basic card advantage capabilities. You have straight draw (cards draw off the top). You have wheel effects (shuffle and re-draw). You have direct retrieval (direct access to a specific card). Each of these outlets have their own differing value of influence on how they effect the flow of the cards, and the overall card advantage potential they provide; based on how their dynamics work in strategic means (domain over space and time—circumvention over the probability factor). Let me explain that last one in a bit greater detail. Some cards (such as direct retrieval) enable you circumvent probability, thus having a great value of influence (domain over time and space) in a vacuum. This is checked against the Entropy Factor—overall value of your needs (domain over space and time).

    In general, the entropy of ones needs exceeds a single card, and so the measure of domain (over space and time) needed to be sufficient for success can't be met if the only card advantage outlet provided is direct retrieval. One will have to source the other needs faced directly against probability. And typically, this is where additional card advantage outlets help to close the gap. As they provide sizable measures influence, to help capture the Entropy Factor, despite being faced directly against probability.

    The strategic dynamics of these card advantage outlets (and total value of influence they have collectively) also change based on the combination sequence in which they are used together.

    MTG has legendarily provided these effects. There's only so much space in card game development to work with. However, they have also legendarily failed to put the emphasis on, and consistently provide, the volume (combination of outlets) which can produce sufficient capabilities equally across all colors.

    Here's a great example in a deck I made awhile back in 2008, which plays incredibly well due to an anomaly in development which enables it to play out like a PTCG deck. I was able to secure a high percentile clench between the combination of Joiner Adept and Prismatic Omen. While Treefolk Harbinger provided extensions of Doran the Siege Tower (further securing high percentile clenches for important content); and Harmonize then enabling high influence value to capture entropy with-and in addition to that.

    It could probably use Dungrove Elder these days. And obviously, I could have updated the land base with something like this below. But after playing it out a few times, it didn't even seem necessary. Also, Verdant Catacombs didn't exist back then. I would have had to use Wooded Foothills instead with Windswept Heath. I could have probably even used Grasslands or Mountain Valley—it played out so well.

    2 Windswept Heath
    4 Dryad Arbor
    4 Murmuring Bosk
    4 Verdant Catacombs
    Posted in: Custom Card Creation
  • posted a message on Rate my Theros Beyond Death draft /10
    Saw a link in my Google news feed just now promoting draftsim and decided to give it a whirl. Note I haven't played draft since Lorwyn, where I drafted green/black, mostly elves; and probably would have won, but threw the draft by going out of the way with a 60 card deck, instead of keeping it lean keeping it tight with 40 card deck. Below are the leftovers. I originally thought to draft black/white, but since protection seems non-existent among the set, it's obviously not necessary. And as the draft progressed, the prime content in my selection quickly shifted to a strong white dominance.

    Kunoros was my first draft pick. And holy I Found The F is that card an abomination of a design. It wants to be waaay too self-sufficient, and is loaded with all kinds of stuff that other content should have been relied on to grant it. Really desperate and power-hungry. I think just vigilance would have been great. I would have maybe contemplated protection from enchantments. In the set, it serves as a double punisher, making it more of an immovable/unstoppable object that it seems to desire to be; while creating a unique restriction for the cost:power-level ratio. Although there are claims that this AI is really good, I think it has some kinks in it, just based on the fact that I was passed a Field of Ruin twice, and in a real draft environment I honestly don't believe that would have made its way to me through three people. Maybe just a hopeful result, but this is it none-the-less.

    Creatures 15
    1 Pious Wayfarer
    1 Transcendent Envoy
    1 Taranika, Akroan Veteran
    1 Thaumaturge's Familiar
    1 Sunmane Pegasus
    1 Daybreak Chimera
    2 Nyxborn Courser
    3 Glory Bearers
    4 Leonin of the Lost Pride

    Spells 7
    1 Phalanx Tactics
    1 Revoke Existence
    1 Idyllic Tutor
    4 Karametra's Blessing

    Enchantments 4
    1 Sentinel's Eyes
    1 Indomitable Will
    1 The Birth of Meletis
    1 Banishing Light

    Artifacts 1
    1 Soul-Guide Lantern

    Lands 13
    1 Temple of Enlightenment
    2 Field of Ruin
    10 Plains

    The deck here is like God Bless the USA—or F**K YEAH AMERICA!

    <embed src="http://www.youtube.com/v//SJYK0Vo33oA&quot; type="application/x-shockwave-flash" data="http://www.youtube.com/v//SJYK0Vo33oA&quot; width="425" height="350" movie="http://www.youtube.com/v//SJYK0Vo33oA&quot; wmode="transparent"/>
    Posted in: Limited (Sealed, Draft)
  • posted a message on Ancestral Legacy: The Next Generation
    Ancestral Legacy U
    At the end of the third turn after Ancestral Legacy entered the battlefield, sacrifice it.
    If Ancestral Legacy is destroyed by a source you control, draw three cards. Otherwise, when Ancestral Legacy leaves the battlefield, draw a card then discard two cards.

    This design concept took inspiration from the spiders in classic Centipede. You essentially have a small time-frame to destroy the enchantment for the bonus—or then you possibly get an effect that has a moderate drawback (this is not definite). In this case, you have three turns to destroy the Legacy and draw three cards. It uses a time-lapse to balance the power-curve. This could become a new template medium to channel Power 9-esque Alpha effects. I didn't originally think to do this as a Saga, but it just seemed like the easiest way to get the concept down without having to deal with questionably irrelevant keywords (FadingVanishing); or unnecessary complications with counters. I don't like the redundancy of the text in the form of a Saga, so am thinking of another way to accomplish this in a neater, more direct package.

    <embed src="http://www.youtube.com/v//V7XEmf02zEM&quot; type="application/x-shockwave-flash" data="http://www.youtube.com/v//V7XEmf02zEM&quot; width="425" height="350" movie="http://www.youtube.com/v//V7XEmf02zEM&quot; wmode="transparent"/>
    Posted in: Custom Card Creation
  • posted a message on Takeshi Konda of Golden Era
    I'm not understanding the unnecessary colors. Konda was deeply rooted in monowhite standing—seeking balance between all things.

    He wasn't a very malleable or manipulable character. Immovable. Stern—stoic. You realize this bend on the colors breaks his character entirely?

    The effects aren't very functional either. Typically, you want to do one thing and do it very well. This guy is all over the place. Doing a lot of different things that is going to detract from interactivity, in the sense that you are relying on a single resource to do the job that is naturally desired by many (or a few key) resources instead, to breed interactivity in the game. This interactivity is what fuels the primary fun factor of the game. It's a team effort. You don't want one card hogging the ball like this. It's even a bad example of a Timmy card, in that its hogging up interactivity, and not just being a standalone powerhouse. You really just want to do one of these things, then transverse the abilities (indestructible and bushido) into his own character, so that he can hold his own as an offensive/defensive resource.

    Sacrificing spirits isn't likely going to be a very hopeful endeavor either, as they're not likely to be as prominently available as one would need them to be. You'll be lucky to have maybe one you can spare, and then you're probably just be using the ability to save him, so you mine as well just give him indestructible and not bother going out of way like this. Eight-and-a-Half-Tails has a pretty similar effect, only less demanding, and still wasn't as self-sufficient as it needed to be to see any alpha potential. Costs like this are simply too demanding.

    I notice how you're trying to blend the co-existence line between spirits and humans, but actually trying to build a deck with a sufficient number of both is a disaster waiting to happen. Commander if you're lucky, but there's still tons of room for improvement/optimization. For spirits, you'll want to use one drops or two drops, rendering affinity useless. It'd be better off the other way around, giving humans affinity for spirits (which makes more sense as well). Then you could bridge around other supportive core-essential content (such as removal) which is designed to create spirits in addition to their primary functions.

    I really liked affinity too, but it's awkward for me to see it outside of Mirrodin (or Mirrodin styled cards). Just feels out of place. Kamigawa had offering, which was introvertly similar to champion in Lorwyn. I don't really feel either of those are a better replacement for affinity, but why not just work a custom ability instead?

    "Non-Spirit creature spells and activated abilities of non-Spirit creatures cost 1 less to cast for each Spirit you control".

    It's more dynamic and unique, and more of does a single thing and does it well.

    He probably really just wants to be able to summon a spirit, along the lines of Living Wish.

    "At the beginning of your upkeep, you may choose a Spirit creature card you own with a converted mana cost less than or equal to the number of creatures you control and put it onto the battlefield."

    or even

    "At the beginning of your upkeep, you may choose a Spirit creature card you own with a converted mana cost less than or equal to the number of creatures on the battlefield and put it onto the battlefield."

    Now you're really getting dynamic and self-sufficient, and freeing up all that resource dependency so that you can freely use Spirit intuitive content as I mentioned above (removal, disruption, etc.) to keep stride with the game pace (flow of the cards, hand advantage, board advantage).
    Posted in: Custom Card Creation
  • posted a message on Takeshi Konda of Golden Era
    These effects don't feel very Konda. I want his name to be Satoshi. Lol he's holding a giant t[]mp|/|[].

    It should be a transforming card? I wonder if they would use that in the next Kamigawa. I think it fits a lot of youkai concepts very well.

    They are enveloping or unfolding characture.

    Posted in: Custom Card Creation
  • posted a message on Some land designs
    Let me just start off by saying that the choice to abbreviate the mana function was such a poor executive order. It's so bad for coherence. Only a person suffering from terrible attention deficit could have thought of something like this. Someone whose neurotransmitters have dipped far too low, and possibly far too often, or far too long. I strongly believe that some things simply have to be spelling out entirely—because it's important for coherence—and additional gives the wording composure a fuller, more appealing body. In being fuller and more descriptively coherent, it's easier on the eyes to behold, and on the mind to read.

    Misty Island: I like this. It's a very neat concept. How do you envision this to work though? Can you still only play one land a turn—even during an opponent's turn? I don't think you intent for it to work that way. And with this concept, you're essentially looking for a way to sneak out Akroma. In any case, I think it's a really neat ramp. But it certainly isn't as functional as a land wants to be, and a deck strategy doesn't want to go out on a limb trying to do this, for something that aims to be accomplished by more proficient means. Such as ones external from key resources (such as lands)—or by supplementary means which are more expendable than lands are. This is why cards like Hickory Woodlot haven't thrived in competitive play. Your concept might be more dynamic and interactive, but it's not even as high-functioning as the example given. It's still a great design though! And certainly has lots of interesting functionality. Might I suggest shuffling it back into the library instead of sacrificing it. The operating function is very graceful and aesthetic—it doesn't want to be so short-lived. That really kills the appeal. You don't want that for this. This is a gem, centerpiece design for its dynamic nature and interactivity. You want to preserve as much of its appeal as possible. And that's why I suggest recycling it instead of ditching it. For the light touch it provides, the power-level is just fine and perfectly balanced as it is. I think the first ability wants to be worded like: "You may play Misty Island during an opponent's turn and at anytime you could cast an instant."

    Prairie: This is basically just reprinting dual lands repackaged. It's just as powerful as any dual land (but has no boundaries to it). You're basically back from scratch here, so I don't really have much I can add about it. It's way too open to interpretation. One thing I can tell you though, is that lands (and especially dual lands) do not want to enter the battlefield tapped. They want literally any kind of condition that helps them to evade this, and certainly do not want conditions, then have to enter the battlefield tapped anyways. That's just...too low-functioning...and lands can't afford to be so autistic. They want to be fresh and ready to go. It's a hot date—let's get this show on the road!

    Drying River: Another very neat concept. There's not particularly wrong with it at all. I really enjoy the concept in the way it paints the landscape scenario as it does. You should note though, that although this functions just fine, it's not as proficient as a land wants to be. So much so—that it could be expected to fall into the obscurities of other uncommon level dual lands—or even dollar bin full spectrum lands. My biggest concern is if you actually realize that these may never really do what you need them to do. The time-lapse here is so short—and also aggressive. A sequence of aspects that don't correlate well to mana fixing. The instance can be short-lived (one time)—but it can't afford to be rushed. You need mana fixing utilities to be able to remain on standby until they're needed. With that said, operating function of Sagas doesn't correspond well for mana fixing. And actually doesn't correspond well to lands in general. Lands aren't very expendable resources. It's an incredibly crippling cost to pay, and only cards that offer ridiculous levels power can support them. It would be really interesting to see a take on fetch lands I think. That would be a much better way to keep the game pace in good measure.

    Draw-land: Oh wow—this is terrifying. Not sure how competitive you would expect this to be, but one thing you really never want to do is give your opponent any card advantage. This land would be really out of the question for me if I was looking to build a deck. And I would feel really bad going up against someone so strategically inept to try using it. Not really much to add about it. It's pretty blanche and unimaginative. Consider thinking up something more interactive. You obviously have the potential for that. This is a wasted opportunity on a chase rare. And not something you would want your name signed to as the creator. People would say you have no talent at all.

    Hand-land: The drawback for this one certainly isn't enough to warrant the mana fixing. If I did this, I would probably consider no less than 3 cards (and up to 5 cards even) for the restriction. It has to be something that instantly feels fair because it creates an instantly identifiable challenge. Having to work off two cards can be pretty tough. Although it can be circumvented by the likes of other cards, that actually doesn't matter, since that starts getting into multiple resource dependencies. It's no different from playing a distant Fertile Ground then. On that note, it's kind of out of the way to be intensely competitive. Yet still much more intriguing than the draw-land.
    Posted in: Custom Card Creation
  • posted a message on Six Rares of Different Types
    Akuten, the Pyre Sculptor: This concept has great potential, but I think you undershot the design. The Egyptian theme has great potential with the gravity that its lore carries from mythology. This demands great respects. Expectations are high—and what they did with it was really poor. Zombies aren't white for example—they should have retained their color—or they should have blended over into the black. Doesn't matter what influence they thought for it to have—or what their ideals were—it goes against established reality; and is certainly taken as a discredible joke.

    This design wants to be something like a Necromaster. It has the diversity of colors that expresses vast study and exotic power (beyond the black). Dealing just 1 damage is incredibly underwhelming for a Legendary though, especially one of this magnitude (a pharaoh?). Surely it's more powerful than Prodigal Sorcerer—and even somewhere beyond the likes of Grim Lavamancer. 1 damage can be very graceful however—so I would first suggest something like a spread. Akuten deals 1 damage to up to three target creatures. You could throw planeswalkers in there too—it would probably be just fine (as scary as it wants to be). Don't make it so that it prevents regeneration though, because that impedes too heavily on interaction, and detracts from the necessity of such third-party utilities—that you should want to preserve the sanctity of—to increase interactivity even greater. I think the second ability could stay exactly like it is, except it also wants to be able to steal tokens. Even with these adaptations, the cost is just fine for a legendary, but the power and toughness combination isn't as aggressive as you'd want it to be, to express the nature of such a dark entity. You might be thinking some timid dark practitioner, although they might exist; what you have here would not be dainty, but ruthlessly aggressive. The hot-headed nature has its vulnerabilities, so I think the essence would be perfectly reflected as a 4/3.

    Bargains from the Pit: This here might be desire being a throwback to the likes of Breeding Pit meets Lord of the Pit meets Form of the Dragon—but it does the one thing you don't want a design to do most of all—and that's downward spiral the game into a quick end. This does exactly that. It's going to landslide crash the game in the course of a few turns (not fun). If you wanted to keep it this way, but prolong the functionality, consider the Demons lose interest and leave when a new one comes in to replace it. Quite a dark train it becomes. And it doesn't exactly fix the downward spiral. The obvious solution to this is to reduce the life loss to 1 each turn—along the same lines as Juzám Djinn. At that point, you probably don't need to cycle them. It all depends on the perspective flavor you're looking to capture. I think them losing interest is very demon-like. Reminds me of the way they painted Shinigami in Death Note.

    Burning Wilderness: I feel like this is going to be a very challenging, controversial design to dispute. I would imagine there is a great deal of sentimentality in the aspect of the mana ramp ability. However, the aspect of damage is something that puts this over-the-top against its user. And it doesn't entirely make sense, seeing as how people can ignore wildfires and face no damage—or benefit off it even (carbon filtering). Back to the point, we're looking at 6 damage here that you can't afford to take. And all for just three mana and some color fixing. I do really enjoy the flavor and style in what it does. This is the fantasy aspect of interactivity. It's dynamic—and interactive to the sense of imagination. The concept shifts and changes—and stimulates the imagination to shift with it. Why not turn this concept into a "shift lands" cycle. They are lands that initially begin as one type, and after being tapped, shift into another type permanently. That's great, and dynamic, and doesn't even require them to enter the battlefield tapped potentially; because the mana fixing ability either isn't available on the first turn (to basically the same effect—only less restrictive); or is only available for a single instance (to an even greater restrictive effect).

    In addition to this, how about making them produce an additional mana when there's two of the same name on the battlefield? This adds more dynamic flare, and preserves the mana ramp capabilities that I suspect there is a great amount of sentimentality for. To balance it, simply restrict the number of them that can be on the battlefield to two. This could be done a number of ways. One such being giving them a sub-type, and then writing into its errata that restriction. This is what they should have done with the Temple concept in the new Theros set. Temple should have been a special sub-type, and they should have boiled the scry effect into a special errata ruling for the sub-type. "Whenever a Temple enters the battlefield it's owner scrys 1." The first sub-type that comes to mind for this concept here is Disaster. The errata ruling would be, "A player may only have two Disasters on the battlefield at any given time.". Don't quote me on this though—there could easily be a better sub-type name than this. And of course, it's up for discretion if you want to keep the basic land type or do away with it. Obviously, keeping it makes it prime bait for fetch lands, which can effectively throw the whole concept out of balance.

    If Burning Wilderness was tapped for mana this game, it produces red mana instead of its normal type.
    If you control another land named Burning Wilderness, it produces an additional red mana when tapped for mana.

    The first time Burning Wilderness is tapped for mana, put a fire counter on it. As long as Burning Wilderness has a fire counter on it, it produces R instead of its normal type. If you control another land named Burning Wilderness, it produces RR this way instead.

    Bottled Charms: The costs are definitely too high on this one. As it stands, simply replacing the 2 cost with tap symbol would make this great. A very light, thin boot—if I see what you might have done here.

    Clemency of Flames: A toned down Blaze for no good reason. For whatever reason of balance or integral preservation you probably thought that this would cater to—it is not necessary. Might I suggest a short form Arc Lightning for creatures only with a CMC 4 or less; or do that with destroying artifacts with a converted mana cost 1 or less. The creature only damage could contrast a burn spell that can damage any target (to include planeswalkers)—which would make it a good sideboard item in its metagame.

    Chromatic Variance: Quite a tricky name this one seems to have.

    In probability theory and statistics, variance is the expectation of the squared deviation of a random variable from its mean. Informally, it measures how far a set of numbers are spread out from their average value.

    In regards to Chromatic, you might have even meant time (if what we have here is an archaic abbreviation). That would be Chronomatic. Otherwise, I suppose you're speaking on the scale of notes (of ascending or descending pitch).

    So—the variance of ascending or descending notes (cards drawn) from their average mean (gold standard of cards draw at this cost).

    Maybe I'm thinking too hard.

    I think you have to reveal them before you put them into your hand. For integral purposes, it's not typically well-received that someone has the opportunity to mischievously switch-out other cards in the hand for the ones actually drawn (in attempts to cheat the system—circumvent the drawback). It also definitely doesn't do enough—even for one mana. They have to be different, and monocolored. feelsbadman You're better off playing Index. Although Ponder /Omen would be the highest value gold standard—while Mental Note is the lowest end of this scale. Preordain is already the in-between of that. So this obviously wants to fall somewhere in-between on the low-end value of this scale. It does that—but realize you're essentially reprinting a less reliable Reach Through Mists. No deck wants to be this hard up for something this important (and also supposedly so core-essential to its power). You'd be crippling blue capabilities in your development if blue had to rely on this. It really wants to be a short-form Browse or Advice from the Fae. Probably 3 cards.
    Posted in: Custom Card Creation
  • posted a message on Five Cards for God Tribal
    They all seem pretty self-sufficient.

    What leads you to believe they need any help?
    Posted in: Custom Card Creation
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