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Treasure Cruisin' Gifts Storm
 
The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
  • posted a message on Challenge - A Boros Mechanic
    from rulings on sorrows path for "could block";
    When determining whether a creature could block all creatures the other is blocking, take into account evasion abilities (like flying), protection abilities, and other blocking restrictions, as well as abilities that allow a creature to block multiple creatures or block as though a certain condition were true. Take into account whether those creatures are tapped, but not whether they have costs to block (since those apply only as blockers are declared).


    My impression would be that any static ability or modifier that passively changes rules on blocking would count, but activated abilities / spells that could allow a block if they were used, doesn't. Yet even that doesn't clear up war cadence because of the "block as though a certain condition were true". I think that the way it would come down is that war cadence requires you to actually pay the mana to remove the 'cannot block' passive modifier, and thus all creatures would be "can't block" up until you choose to pay that amount or not, at which point they would become either legal blockers or not, which might be relevant with extra-combat-phase effects like seize the day
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Thats a neat flavor, it thematically I guess it works for a treefolk to be throwing burning treefolks at her enemies via such an ability, otherwise I'd say the RG with berserk is a rather odd fit, but if it was justified in lore its still in-color on both the pump and recursion. However, I think its a bit unnecessarily complicated in looking at the higher of the power or toughness- while it matters for changelings, all but one treefolk have toughness equal or higher to power anyway, so it only matters with effects or pumps like foxfire oak. Might as well be toughness based to simplify it. The recursion ability could also be a bit dangerous in allowing land recursion, since its 1-for-2 it would be hard to break but being an unlimited engine that returns 1 resource for 2 resource could move lands through zones very quickly, so it could have unintended combo uses beyond just recurring treefolk.

    Critical Flaw XU
    Instant (U)
    Intensify (You may exert non-exerted mana sources you tap to pay for this spell. If you do, they pay for this spell with an additional one mana of any type they produced. An exerted permanent won't untap during your next untap step.)
    Counter target spell with converted mana cost X or less.
    Posted in: Custom Card Creation
  • posted a message on Too many cards for OCaaT!
    Quote from Hackworth »
    I think Mirror Elemental would have to read "protection from cards named Mirror Elemental", if Rite of the Raging Storm is a guide.


    Yeah that's definitely how it should be templated, unless it was going to use a subtype, like an unusual one perhaps, thanks!

    Quote from mondu_the_fat »
    Delirium powder is unfun and a 1 card oops I win (potentially, if in formats other than legacy/vintage, definitely in the case of legacy/vintage because dredge). The insta-dredge win can be avoided by changing it to exile rather than discard (see serum powder), but the potential of randomly whacking all the playable cards in an opponent's hand on turn 1 without him being able to do anything can't be fixed.


    Yeah without being exile it would break graveyard decks like dredge. Otherwise it would be a forced mulligan with your opponent getting +1 card from it, but that would still be an unfun effect anyway because in the games it wins, it would just ruin people at the start.
    Posted in: Custom Card Creation
  • posted a message on Too many cards for OCaaT!
    I keep a text file with the random ideas I come up with to slowly put them onto the sticky, but I think I'd have flooded it with spam if I tried dumping these. So heres a list of random card designs I bounced around with over the past few months, and if anyone has a comment on any I'd love to hear it, or maybe it can inspire someone with their own mechanics, or refine one of the more raw concepts I have. Hopefully some of these are interesting!

    Strangling Cloud XB
    Instant (U)
    Intensify (You may exert mana sources you tap to pay for this spell. If you do, they pay for this spell with an additional mana of any type they produced. An exerted permanent won't untap during your next untap step.)
    Destroy up to X target creatures with total converted mana cost X or less.

    Insidious Verse 1BBB
    Sorcery (R)
    Choose two —
    • Target player sacrifices a creature.
    • Target player discards a card.
    • Target player loses 3 life and you gain 3 life.
    • Put Insidious Verse on top of its owner's library.

    Wild Eruption XRR
    Sorcery (R)
    Wild Eruption deals X damage to target creature or player.
    Cascade

    Mirror Elemental 1UU
    Creature - Elemental Shapeshifter (R)
    Protection from Mirror Elementals
    3,T: Target creature becomes a copy of Mirror Elemental
    3/3

    Rock in the Storm R
    Sorceru (U)
    Choose a card in your hand. Discard all other cards in your hand, then draw that many cards.

    Lifepulse Channeler G
    Creature - Human Shaman (R)
    Whenever Lifepulse Channeler or another creature enters the battlefield, you may pay XX. If you do, put X +1/+1 counters on that creature.
    1/1

    Pillar of Skulls B
    Creature - Skeleton Wall (U)
    Defender, Crumble (Damage is dealt to this creature in the form of -1/-1 counters).
    B,T: Pillar of Skulls deals 2 damage to itself and 1 damage to you. Draw a card.
    2/4

    Crackback R
    Instant (U)
    Crackback deals 2 damage to target creature or player. Put Crackback on top of its owner's library.
    Cycling R

    Mull U
    Sorcery (U)
    Put a card from your hand on top of your library. If you do, scry 5, then draw a card.

    Lichyard
    Land - Lichyard(R)
    T: Add B to your mana pool. You may cast Skeleton cards from your graveyard using this mana and may spend this mana only to cast Skeleton spells or activate the abilities of Skeletons.

    Delirium Powder 3
    Artifact (R)
    T: Add C to your mana pool.
    You may reveal Delirium Powder from your opening hand and exile it. If you do, each player discards their hand, then draws that many cards.

    Prismatic Hydra X
    Artifact Creature - Hydra Construct (R)
    Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)
    Prismatic Hydra enters the battlefield with X +1/+1 counters on it.
    -1/-1

    Thoughtform Golem XX1
    Artifact Creature - Golem (R)
    When Thoughtform Golem enters the battlefield, choose X.
    • Put two +1/+1 counters on Thoughtform Golem.
    • Put a +1/+1 counter on Thoughtform Golem. It gains flying and haste until end of turn.
    • Draw a card.
    • Draw two cards, then discard two cards.
    1/1

    Cryptwalker B
    Creature - Skeleton Soldier (U)
    As an additional casting cost to casting Cryptwalker, exile a card from your graveyard.
    You may cast Cryptwalker from your graveyard.
    2/2

    Temple of Shattered Dreams
    Land (R)
    T: Add C to your mana pool. If that mana is spent on a spell and that spell is countered by a spell or ability an opponent controls, add mana to your mana pool equal to the countered spell's mana cost. (Mana cost includes color.)

    Sinchainer WB
    Creature - Human Cleric (R)
    Whenever another creature attacks, put a sin counter on it.
    When Sinchainer dies, exile all creatures with sin counters on them.
    2/2

    Imprison The Soul B
    Instant (U)
    Exile target creature. The next time that creature's controller casts a creature spell, that player may exchange that creature spell for the exiled card. (Put the exiled spell onto the stack as if it was just cast and exile the creature spell simultaneously)

    Wizened Scholar 2U
    Creature - Human Advisor (U)
    Flash
    When Wizened Scholar enters the battlefield, Catalog 3 (Catalog the top three uncatalogued cards of your library. You may look at and rearrange the order of catalogued cards at any time as long as no uncatalogued cards are above them or you shuffle your library.)
    2/1

    Overflow XU
    Instant (U)
    Choose one -
    • Counter target spell unless its controller pays X
    • Counter target spell with converted mana cost X

    Concealed Assassin 2UB
    Creature - Human Assassin (R)
    First Strike
    At the end of combat, exile Concealed Assassin. At the beginning of each combat step, you may choose to return Concealed Assassin to the battlefield. If you do, it gains haste.
    3/1

    Drift into Dream U
    Instant (U)
    Tap target creature. Before its controller untaps during his or her next untap step, it phases out. (While it's phased out, it's treated as though it does't exist. It phases in before its controller untaps in his next untap step.)

    Xerex Necromancer BB
    Creature - Human Wizard (R)
    When Xerex Necromancer enters the battlefield, create two 1/1 black Skeleton creature tokens.
    When Xerex Necromancer leaves the battlefield, exile all Skeletons you control.
    T: Regenerate target Skeleton.
    1/1

    Sulphur Ritual RB
    Instant (U)
    As an additional casting cost to casting Sulphur Ritual, sacrifice a creature, discard a card and pay 2 life.
    Add RRRBB to your mana pool.

    Spellburst XUR
    Instant (U)
    Choose two-
    • Counter target spell with converted mana cost X.
    • Spellburst deals X damage to target creature or player.
    • Draw X cards, then discard X cards

    Surging Current XUR
    Sorcery (R)
    Choose X. You may choose the same option more than once:
    • Add RRR to your mana pool.
    • Draw a card.

    Spreading Trees 1G
    Enchantment - Aura (U)
    Enchant forest.
    Enchanted forest has G,T: Search your library for a basic forest card and put it onto the battlefield tapped.

    Underworld Warden 1WB
    Creature - Zombie Undertaker (R)
    Lifelink
    Whenever a non-Undertaker creature you control would die, if Underworld Warden is on the battlefield, instead exile that creature until Underworld Warden leaves the battlefield. (Those creatures return to the battlefield.)
    2/2

    Underworld Gatekeeper 1BB
    Creature - Human Wizard (R)
    Deathtouch
    Whenever another creature you control dies, exile it.
    T: You may cast target card exiled by Underworld Gatekeeper. Activate this ability only any time you could cast a sorcery.
    2/2

    Enveloping Blob 2GG
    Legendary Creature - Ooze (M)
    Whenever you cast a creature spell, exile it and put a number of +1/+1 counters on each Ooze you control equal to that spell's converted mana cost.
    Whenever you cast a non-creature spell, exile it and create a 2/2 green Ooze creature token.
    When Enveloping Blob dies, target Ooze you control becomes a copy of Enveloping Blob.
    2/2

    Brain Picking 1B
    Sorcery (R)
    Name a nonland card. Search target player's graveyard, hand and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library. Then for each card that player discarded that way, that player draws a card. Then for each card exiled from that player's graveyard, that player puts the top card of his or her library into their graveayard.

    Boundless Frontier
    Land (U)
    A deck can have any number of cards named Boundless Frontier.
    T: Add C to your mana pool.
    3,T: Search your library for a card named Boundless Frontier and put it onto the battlefield tapped, then shuffle your library.

    Seedling Tender G
    Creature - Elf Druid (U)
    T: Add G to your mana pool. Spend this mana only on spells with converted mana cost 2 or less.
    3,T, sacrifice Seedling Tender: Draw a card.
    1/1

    Wandering Explorer G
    Creature - Human Scout (U)
    Sacrifice Wandering Explorer: Search your library for a land card and put it onto the battlefield. Sacrifice it at the beginning of the next end step.
    1/1

    Stitcher's Laboratory
    Land (R)
    When Stitcher's Laboratory enters the battlefield, search your library for a creature card and exile it face-down. Then shuffle your library.
    T: Add C to your mana pool.
    T: Reveal a card exiled with Stitcher's Laboratory. Exchange target creature spell you control with the exiled card if they have the same converted mana cost.

    Keen-eyed Owl 1U
    Creature - Bird (U)
    Flying
    When Keen-eyed Owl enters the battlefield, Catalog 2 (Exile the top two cards of your library face-down. You may look at your catalogued cards. Whenever you would draw a card from your library, you may draw one of your catalogued cards instead.)
    1/1

    Rockslide Elemental 2RR
    Creature - Elemental (R)
    Trample, Haste
    Rockslide Elemental attacks each turn if able.
    When Rockslide Elemental enters the battlefield, exile target land until Rockslide Elemental leaves the battlefield.
    3/2

    Guldar Ambusher 2RR
    Creature - Human Barbarian (U)
    First Strike
    Onslaught 2RR (At the beginning of each combat step you may cast this card for its onslaught cost. If you do, it gains haste, and if it is alive at the end of combat, sacrifice it and draw a card.)
    4/2

    Automated Factory
    Land (R)
    T: Add CC to your mana pool. Spend this mana only to cast artifacts with converted mana cost 2.

    Ancient Mage-Ring
    Land - Mage-Ring (U)
    A deck can have any number of cards named Ancient Mage-Ring.
    T: Add C to your mana pool, then add C to your mana pool for every four Mage-Rings you control.

    Thundercloud Elemental RR
    Creature - Elemental (U)
    Trample, Haste
    When Thundercloud Elemental enters the battlefield, you may have it deal 3 damage to target creature. If you do, sacrifice Thundercloud Elemental.
    3/1


    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Either name is fine. "Cache Retriever" sounds more like an artifact creature to me, but survivalist sounds more like a Kor than a human. Compared to refiner's more potent stats/effect and filigrees ease of colors, the balance is fine, it wouldn't be anywhere as oppressive, 2/3's are quite a bit weaker than 3/2's in formats with high value 3/3's in them. I think its more focused as a defensive card than refiner was as a value card, because the more defensive body combined with lifegain lets it serve the same purpose as a bigger wall of omens, stabilizing your board instead of burying your opponent in advantage.

    Plunge Through The Mirror 1BB
    Instant (U)
    Exile target creature, then return it to the battlefield under your control, then exile it again.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I think the current rules for the 'exchange' template make this work to ambiguously. The rules state that if any part of the exchange can't occur, none of it occurs. IE exchanging control of two creatures, and one creature is lightning bolted to death, you can't exchange the one creature for the other that no longer exists, so they don't change control. But in your case, you're exchanging control of all nonbasics, not an N for N trade. But its not all cards in a zone, or two numbers, so its not cleanly handled by the other rules. So it gets ambiguous. Can 6 nonbasic lands really be exchanged for 0 nonbasic lands? Does it run afoul of the 'any-part-buggers-the-whole' rule if an opponent cracks one fetch in response?
    You could resolve the ambiguity by simply templating it according to breaking wave- "Choose two target players. Each player simultaneously gains control of all non-basic lands the other player controls" or something like that.

    anyway, rules aside, the flavor is good, the effect however is overpowered and would bust formats like modern. When most decks run all nonbasic lands, this allows you to create basic land decks with a 6 mana spell that does a gilt-leaf archdruid ultimate without any setup. Pretty much win on the spot in normal play.

    Roilwing 1U
    Creature - Bird Spirit (R)
    Flying
    Whenever a spell is countered by a spell or ability, instead of putting it into its owner's graveyard, return that spell to its owner's hand and that player discards a card.
    1U,T, Sacrifice Roilwing: Return target spell to its owner's hand. Its controller draws a card, then discards a card.
    2/1
    Posted in: Custom Card Creation
  • posted a message on UB-Evergreen Keyword Suggestions
    Quote from harlannowick »
    Quote from clan_iraq »
    Not to derail entirely, but I'd say that if a creature dealt combat damage to another creature, and that resulted in it dying in the next state based action check, whether by that damage being marked lethal and/or being placed as -1/-1 counters via wither, that the dead creature is considered slain by all of the creatures that marked damage on it in that combat phase, whether in that same step or earlier (ie first strike and normal combat damage steps both count).


    It feel weird to me that a first strike creature that deals damage to something can get the slay later, but a normal creature that would slay something that was dealt lethal damage by a first striker doesn't get the slay.


    Well it comes into play with other combat triggers already. Say your opponent is attacking with a grizzly bears and you double block it with a porcelain legionnaire and a hill giant equipped with umezawa's jitte. Even though your hill giant would deal its combat damage if its was blocking on its own, the legionairre kills the grizzly bears in the first strike step, so the hill giant never deals combat damage, so you don't get any charges on your jitte.
    Posted in: Custom Card Creation
  • posted a message on UB-Evergreen Keyword Suggestions
    Quote from harlannowick »
    Quote from clan_iraq »
    As far as the game is concerned, there's no way to track which creatures killed which in combat explicitly, even though its not that hard to work out intuitively (though a little odd around the corner cases like multiple blockers)


    How would you think it works? Only the last point of damage gets the 'slay'? What about creatures with indestructible? What about combinations of -x/-x effects and damage or destroy effects and damage? Can you provide some comp rules text explaining how the ability would work?


    Not to derail entirely, but I'd say that if a creature dealt combat damage to another creature, and that resulted in it dying in the next state based action check, whether by that damage being marked lethal and/or being placed as -1/-1 counters via wither, that the dead creature is considered slain by all of the creatures that marked damage on it in that combat phase, whether in that same step or earlier (ie first strike and normal combat damage steps both count). That would be the most grokkable. So you could have "when ~ slays a creature, gain life equal to the slain creature's power" or "when ~ is slain, tap each creature who slew it. Those creatures don't untap during their controllers' next untap steps".

    I think that covers most of it, maybe theres still some corner cases like what happens if a creature dies to multiple state based effects on the same check, say for example if a combat damage resolving was somehow subject to a replacement effect that didn't use the stack.

    Now, I say imagine using that mechanic to limit the 'when it dies draw a card' to just combat deaths, so that you don't draw a card if your creature gets spot removal'd or sweeper'd, but only if it dies from blocking or being blocked. That would then encourage those interactive actions, blocking and attacking, without creating stalled board states. I think that covers some of the weaknesses of other mechanics from a bottom-up perspective in that it should play a lot more dynamic than the self-replacement that works even without ever going into combat.
    Posted in: Custom Card Creation
  • posted a message on UB-Evergreen Keyword Suggestions
    [Conniving{Name not set}] (~ gets +1/+1 for each other unblocked attacking creature.)

    The kind of swarm attitude this encourages would make me think of placing it into colors in this order R > W > G > B > U. So to me it seems quite naya mechanic, essentially an anti-dimir, but I guess we're beyond such color pie issues already by "looking outside the box"?
    So now all the colors can become the "attack with the most creatures" color? Great! /s


    Yeah I see that same problem, while the mechanic might encourage more tactical play in combat math, it has some dubious color affiliation. On the block at least, it can do something with 1 creature vs many, but only in the kind of suicidal 'let multiple creatures rock your dome' way which is a rather narrow niche. But on attack, its just full swarm mode and that's not really UB identity
    I think theres more potential there for recycling into a RW keyword for a block than a UB evergreen

    Quote from Rudyard »
    Quote from clan_iraq »
    ability_name (When this creature dies in combat, draw a card).

    With two variations on templating, the verbose: (When this creature dies from taking lethal combat damage, draw a card) and elegant (When this creature is slain, draw a card)- requiring a templating change I've long advocated that creatures-killing-creatures-with-combat-damage gets its own new template like 'dies', instead of the awkward stuff like sengir vampire we have right now. I've been mystified that magic has become so creature-focused but lacks such a basic interaction. but thats an aside. back to this mechanic:


    i'd suggest "When this creature dies, if it was dealt combat damage this turn, draw a card." like the reverse of Rot Wolf's ability, which might also be usable in U/B


    Its long rubbed me wrong that the game simply can't handle creatures killing other creatures right now. That sort of template, like sengir vampire, creates the weird memory issues and clumsiness where if your vampire bites someone in the combat step, you can nuke it with a lightning bolt several phases and a half dozen spells later in the end step, and the vampire retroactively gains that counter. As far as the game is concerned, there's no way to track which creatures killed which in combat explicitly, even though its not that hard to work out intuitively (though a little odd around the corner cases like multiple blockers)

    If I had my way, which I won't since I'm not bothering with GDS3, I'd say wizards should phase in a template like slay/slain/slayed that handles this explicitly within new rules, explore it a bit in the first year of sets, and then only maybe 6-12 months down the line the template could start being used in reminder texts as an action without reminder text of its own. On the other hand, if wizards printed a new UB keyword that used a clunkier and less elegant wording like the inverse vampire idea, then they'd have a harder time fixing creatures-killing-creatures down the line, and if they did, they'd be obligated to replace the new evergreen keyword with yet-another-new-evergreen-keyword, like the nonsense that happened with fear/intimidate/menace

    I think anyone who considered the "expendable" idea back a month ago, but recognized its problems with non-combat applications, should evaluate it again when its linked explicitly to combat. If we had a slay/slain/slayed template referring exclusively to combat deaths, then there's a pretty sizeable difference between:
    Expendable (When this creature dies, draw a card)
    Occult (When this creature is slain, draw a card)

    Now its still got issues- its an addition contingent on another addition. And also the expendable idea in the first place suffers some of the same problems of other imperfect combat keywords- like prowess and deathtouch, it doesn't scale well with larger creatures. Would you want Occult on your griselbrand? Keywords like haste and double strike scale linearly with creature size and work great on him.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Well, its a 'loophole' insofar that if you kill the pacifist by any means, the exiled creature is gone forever- Seranda Pacifist will never deal damage, and once its left the battlefield it no longer 'remembers' the exiled creature. So your opponent can't get their creature back via removal, or really any means short of lure, fight, etc effects that force it to deal damage. Now on one hand, that means this is effectively a strong removal effect with an upside since you can chump, with it down the line when it might be advantageous, since its your choice its always upside, or fodder for sacrifices or whatnot. On the other hand, its not particularly aggressively costed as removal- for one mana more, settle the wreckage path's the whole team, while the likes of azorius charm, condemn, celestial flare, etc set a baseline that removal conditioned on attacking can be more efficient. And since the 2/2 body you're leaving is mostly useless, its not much of a 2-for-1.

    Staff of Elements 4
    Artifact (R)
    T: Choose Fire, Earth or Water. (Only the last chosen mode is active.)
    • Fire — Instant and sorcery spells you cast cost 1 less to cast.
    • Earth — You may play land cards from your graveyard.
    • Water — Creatures you control get +1/+1.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    As far as the decision cycle goes, theres nothing inherently wrong with letting opponents 'decide' effects, but it can be tricky to balance. As a general rule, consider that the value of such 'punisher' effects is equal to the least of any of the choices, made worse by how different the choices are, and better by your ability to manipulate that choice. Letting an opponent choose between you getting a 3/3 or 3 1/1's for example is worse than an effect which just created a plain 3/3 or 3 1/1's, because they'll choose whichever of the options is worse in any scenario. But on an empty board, they're just 3 power either way, so the effects are fairly similar, so its not much worse. But as a 3/3 for 3 is already subpar, this card is not good overall. Contrast 'Target player sacrifices a creature or loses 5 life.', which is significantly worse than either effect, because they do two very different things- creatures and life total are two very different resources. Yet at the same time, you've aggressively costed the effect on both sides- 5 life for 1 mana is very strong, a one-sided sacrifice for 1 mana is very strong. In that regard, what you listed for Infernal Decision, particularly since its limited to sorcery speed, might actually be a 'fair' card, erring on the side of too strong. It compares to something like vexing devil. If it was just 3 life, it would be worse than bump in the night. If its 4 life, it might be too conditional for an aggressive black deck. But at 5 life, you've pushed it into perhaps oppressive territory.

    Asylum Warden WW
    Creature - Human Soldier (R)
    First Strike
    If you haven't already begun your fourth turn of the game, each player's life total can't change and players can't win or lose the game. (Players can't gain or lose life, and can't pay any amount of life except 0.)
    2/2
    Posted in: Custom Card Creation
  • posted a message on UB-Evergreen Keyword Suggestions
    So I tried a vaguely topdown design with 'backstab' to arrive at the one I posted earlier in the thread Backstab ("Creatures blocking or blocked by this creature deal their combat damage as if they weren't.). Now let me try a bottom-up design aimed at satisfying a particular niche and encouraging gameplay instead of being thematic:

    ability_name (When this creature dies in combat, draw a card).

    With two variations on templating, the verbose: (When this creature dies from taking lethal combat damage, draw a card) and elegant (When this creature is slain, draw a card)- requiring a templating change I've long advocated that creatures-killing-creatures-with-combat-damage gets its own new template like 'dies', instead of the awkward stuff like sengir vampire we have right now. I've been mystified that magic has become so creature-focused but lacks such a basic interaction. but thats an aside. back to this mechanic:

    So heres my thought process: I was reading the meme about how blocking is a 10 on the storm scale because so many cards wizards are printing discourages or disables blocking, whether by cannot block creatures, evasive creatures, or reliance on sweepers/removal on defensive decks or so on so forth. But it makes a valid point that tactical depth of magic is being hampered by the uninteractivity of combat, players have little reason to block right now. So I think, what kind of UB keyword could encourage players to both block and be blocked- the inverse of my backstab mechanic, which is a form of pseudoevasion and was at least partially redundant with menace/flying which are already in black/blue respectively. Here my new mechanic is aimed at the opposite, encouraging you to chump with this creature or hurl it into other creatures suicidally.

    I think the blocking math has to be carefully considered for the costs and benefits. If we naively went with some ability that triggered on blocking, like say just the blocking side of Bushido, the problem is that this doesn't necessarily encourage interactive play. If your opponent sees a 2/2 with bushido 3, they won't attack into it with a 4 power creature. Because like a regular old 5/5, they would just die pointlessly in combat. So they don't attack. That isn't interaction. Meanwhile a trigger like "draws a card" creates an element of the unknown, and trading one resource for another. An opponent might attack into such a creature and let you draw a card, because you might whiff on drawing anything useful- it doesn't stall the board on its own. And if they can set up a situation in which your card draws might not be relevant, like alpha striking, or flooding you out with so many cards you can't cast them all, then that resource might not be as valuable as creatures on the field.

    I'd also like to keep it combat focused. If its simply a 'when it dies' trigger, it makes those creatures resilient to removal and sweepers, and that's a lot more dangerous than something as combat-focused as first strike, vigilance, trample, flying, etc like the other keywords. With it being tied to combat, your opponent can make the choice as to whether you're going to benefit from it. Either it can be like an evasion and/or moat effect, as they choose not to block or attack against it, or they can willingly let you activate it. Only effects like lure can really force a draw. I also think the design space doesn't necessarily have to be a 'draw a card' trigger, anything that works on creatures dying in combat would encourage more attacking/blocking, but drawing a card on death seems very UB- maybe scrying could work, but that's a lot worse.

    One thing I could use here- what would this mechanic be named? Since I was working from the bottom up, I don't have any particular word in mind.
    Anyway, example card:

    Surrakar Duskwalker UB
    Creature - Surrakar (C)
    ability_name (When this creature is slain, draw a card).
    2/1

    /EDIT: I missed "Expendable" when reading through this thread, Rosy Dumplings suggested, and void_nothing too, something very similar back on dec 23 on post #1138 and the discussion that follows. I guess tying the ability directly to combat and blocking fixes the problem people identified with it being an 'when this creature dies' trigger.
    Yikes, I really missed a lot of posts in the 1000+ thread, I should have refined my search keywords better before typing up that wall of text above

    But hey maybe my take on it by making it 'when slain' instead of 'when dies' trigger, albeit only working elegantly with a rules change that hasn't occurred.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I think that black should definitely have had the spirit guide pitch-for-mana effect if we could go retroactive to the days of dark ritual, but then it was shifted into red under the current philosophy where red has fast mana, and it was originally in green under the idea of green having mana production in general, even when it was more fitting in black. But under current design, it definitely belongs in red not black, and making it discard instead of exile is troublesome since that can fuel various discard abilities or graveyard effects, its dangerous. And I suppose you need to account for how much stronger it makes decks that can now run 8 or 12 copies of the pitch card they could only do 4-8 before depending on format. It makes some combos a lot more reliable.
    As far as the body, I think flying and menace are slightly awkward together, its two forms of evasion. Its something wizards once did a bit oddly with withengar unbound who had three evasion abilities which is ridiculous.

    Temporal Inversion UUB
    Sorcery (R)
    Take an extra turn after this one. During that turn, if you would draw a card, discard a card instead, and if you would gain life, you lose that much life instead, and if your opponents would lose life, they gain that much life instead.
    Posted in: Custom Card Creation
  • posted a message on Banned and restricted list updates
    Drastic times call for drastic measures. They needed to do something. And doing something is the right thing, Standard was indeed miserable. The real question though, is whether their changes are well calculated or not. If their intervention causes standard to get worse, then the bans are calamitous. And if standard just shifts over to another oppressive deck, lets say ramunap-sans-ramunap, then this ban wave is still a major black mark for wizards because any time you're invalidating people's cardboard and destroying secondary market value and eroding confidence in the format, you need to show big payoffs. This change needs to make standard healthy, anything less is failure.

    From the more abstracted viewpoint, I think this is just a consequence of their intentional focus on turning magic into a creature-centric game where everything revolves around turning beaters sideways, where creatures-with-abilities replace spells, where non-creature spells get underpowered.
    Posted in: The Rumor Mill
  • posted a message on Rivals of Ixalan up on Gatherer
    Quote from jshrwd »
    Quote from Werewolf_Rawr »
    Yeah...I don’t mean to be a buzzkill but really, why do these threads still get made?

    I’m genuinely curious, who does this benefit anymore?
    It's a traditional time of the season to make fun of Wizards for failing at a fundamental level to maintain the most useful part of their site.

    You know, just like the traditional complaining about MTGO clients whenever another digital product gets announced. It's bringing the community together. Smile


    It still amazes me that WOTC is so inept at the internet.

    I think a lot of companies started moving away from comment management due to the cruel nature of many of those mediums.Eh
    It's not easy work to keep a comment system clean of spam and general asshattery.

    I'd like to see them pull in something like Disqus or another 3rd party comment manager so that they don't have to deal with the headache but we could still comment and updoot stuff.


    Gathere has always been pretty sober though, never seen flaming, trolling or spam before.


    Eh, they took it down before the internet took a nosedive. All it would take is one person typing something about Donald Trump and you'd see ample reason for no comments at all. But if that was really their reason, why take down the 1-5 star ratings too? Even if they could be vulnerable to vote manipulation- who cares?
    Posted in: The Rumor Mill
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