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  • posted a message on Bog Predator
    You could maybe do that regeneration effect I suggested if the croc entered the battlefield tapped. It begins kinda getting crowded at that point, and I'd still question if it fits the rarity level still.
    Posted in: Custom Card Creation
  • posted a message on Bog Predator
    No...that's bad functionality...and doesn't make sense since it can't be secured that it's fighting in water (where that would make sense). Occasionally, they do get claimed by snakes like big boas and anacondas in the water.

    I really wish I could recommend something like,

    Untap a basic land you control: Regenerate Bog Predator. Activate this ability only once each turn.

    It becomes a gateway for pump extensions.
    Posted in: Custom Card Creation
  • posted a message on Iname, Eternal Aspect
    No Rest for the Wicked

    a classic power-grab ability that does have great utility.

    i think everything fits together perfectly.

    it could probably deserve to have an extra point of toughness or two.

    Posted in: Custom Card Creation
  • posted a message on Bog Predator
    Menace is kinda dull. It's spammed a lot too for cards that probably shouldn't have it, as they're not high tier list.

    First thing that comes to mind for me is regenerate. This makes a lot of sense from a flavor standpoint as alligators and crocs are notorious for surviving immense damage and maiming.

    That would have great synergy with the fight mechanic, but also might want to employ and alternative activation cost (apart from mana) to help secure its utility on the turn you tap out to drop this.
    Posted in: Custom Card Creation
  • posted a message on The Great Beyond & The Great Unknown
    It's actually not a better reflecting pool because it depends on the permanents, and not the lands, which has an incredible variance to it.

    That's a very big up. If you drop a dual land, Reflecting Pool becomes a dual land. If you drop a chromaland, it becomes a chromaland. Given hybrid creatures, I'll say that there's some likeness. However, the number of very solid hybrid creatures low on the mana curve are too slim to matter. And don't provide any coverage across the spectrum of colors to count. The capability to get a five color permanent is near zero. Chroma capability is almost non-existent.

    However, it doesn't really need to do that. It does what I think it wants to do most, which is enable you color-heavy capability as you begin to develop on the battlefield with your multicolor permanents.

    It does work perfectly. If it was intended to be unlimited it would probably say "any number of ---" or it would say "this turn" to denote the range factor.

    When it says, "you may activate the ability of a land or artifact" that a (in the English language) is singular.

    Let's not pretend like we don't understand English.

    I do think that it's broken with Crew, but I also think that the comprehensive rulings should have stated that a creature must be tapped to activate the ability, and if a creature isn't tapped to activate the ability, then the ability does nothing. Naturally, the rules could easily be amended, but just to say that should have been in the initial concept for securities of the ability and its force majeure. I certainly wouldn't have missed that if I had developed Crew.

    Manlands are still balanced, even the suggested, since they are open to removal and turn fast cheap creature removal spells into more prominent, imminent, powerful, slower land removal spells.
    Posted in: Custom Card Creation
  • posted a message on The Great Beyond & The Great Unknown
    You can only activate a single instance for The Great Unknown, it simply doesn't use the designation 'target'.

    Did anyone mention Reflecting Pool?
    Posted in: Custom Card Creation
  • posted a message on The Great Beyond & The Great Unknown
    I don't understand what you mean when you say it's not fun.

    It was intended as a catch for Filterlands—Wooded Bastion—so that they could begin to see more competitive play.

    I originally wanted to give this one the "six copies" rule, but given the other lands that it can still fetch, I felt it wasn't a good idea (and probably wasn't necessary anyways).

    The Great Unknown just doesn't want you to pay any costs. Sure, it could be just the mana cost, but doesn't need to. Saving an additional life or two, or a discarded card should still be well within the utility here. A person who wants to make a land or artifact that goes out of its way to break this is irresponsible—and error falls on that developer—certainly not me.
    Posted in: Custom Card Creation
  • posted a message on The Great Beyond & The Great Unknown
    The Great Beyond
    Land
    tap symbol , Pay 1 life, Sacrifice The Great Beyond: Search your library for a non-basic land card with no basic land types and no abilities other than mana abilities and put it onto the battlefield. Shuffle your library afterwards.
    It is the visionary's canvas to push the envelope that heaven is a place on earth—but only when all that is impure and untrue is left behind.

    It is the visionary's canvas to create their own paradise—but only when all else is shutout and left behind—else it will become their own living hell.

    The Great Unknown
    Land
    tap symbol : Add one mana that shares a color with a permanent you control to your mana pool.
    tap symbol : You may activate the ability of a land or artifact you control that causes a permanent to become a creature without paying any of its costs.
    A deck can have six cards named The Great Unknown.
    It is the imminent reminder never to underestimate that hell exists on earth.

    It is the imminent reminder never to underestimate that hell exists within all time and space.
    Posted in: Custom Card Creation
  • posted a message on Answers for colorless hate.
    Certainly, there isn't room for all of them in the same deck, even if it can use them.

    A more interesting notion is that even with one, how much utility does it offer?

    Consider condensing some of the effects down into sort-pairs (alike pairs), so they can be run in splits and offer a range of potential to a single deck.

    I think the mana ramps aren't being as creative or interactive as they want to be.

    Compare to Frogmite, which was a very cool and exciting card when it came out for its power-for-interactivity factor.
    Posted in: Custom Card Creation
  • posted a message on Escapegoat
    If you have memory issues, why play Magic to begin with?


    It's not necessarily designed for a narrow set of cards, but as the parallel dimension version of All Summons.
    Posted in: Custom Card Creation
  • posted a message on Escapegoat
    Color makes for interactivity with cards such as Behemoth's Herald // Angel's Herald for Godsire // Empyrial Archangel.

    That's certainly not the only interactivity when you consider color protection.
    Posted in: Custom Card Creation
  • posted a message on Escapegoat
    Escapegoat RG
    Sorcery
    Choose three colors. Put three 0/1 Goat creature tokens of the chosen colors with defender and reach onto the battlefield.
    Black sheeps are popular with swampfolk. Apparently they keep the hags at bay.

    After much uproar. Here's the opposite version of All Summons. Tokens can be sacrificed, but at the expense of being unable to attack and having no offensive potential.

    The tokens have reach as a flavorful bit that they can be used as bait to intercept (deter) aerial predators.

    You can probably choose the same color three times. No one's going to be sure if it's both or one-or-the-other.
    Posted in: Custom Card Creation
  • posted a message on All Summons
    You know—that totally skipped my mind.

    Wow, this is one balanced card.
    Posted in: Custom Card Creation
  • posted a message on All Summons
    Because you can run Manaweft Silver in a split with Gemhide Sliver to give yourself a total of 8 copies and a 90% of drawing on in your opening hand.

    It's much more viable strategically in fair play games where you're not allow to mulligan until your hand is set.

    I thought I had another combo possibility via Behemoth's Herald and its cycle, then remember the color restrictions.

    inb4sliversareallcolorsfor0

    I guess the closest to that which remains is: Delraich / Demon of Death's Gate / Dark Supplicant.
    Posted in: Custom Card Creation
  • posted a message on All Summons
    But it also only works with the special needs mulligan?

    I'm sorry but, "Let me shuffle until I get all the cards for my combo in my hand" is not real gaming anything.

    Why even bother shuffling, just set your entire hands from the start.
    Posted in: Custom Card Creation
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