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  • posted a message on Viperdale Academy (Strixhaven rival schools)

    Oh, right, I thought I was still using Boast-style wording. I'll change it back, and I'll borrow Saga terminology ("after") to designate the two windows for the activation: either the phase the creature entered the battlefield (usually a Main phase), or your next First Main phase. This is better, actually, because it enables using more aggressive stuff (like +1/+1 counters) without it becoming combat tricks (unless you blink or flash.) And it's easier to remember, since it can't happen anytime during whole turns. You play it, and may use it right then. Otherwise, draw the next turn, and use it, or lose it.

    Potion Brewer 1W
    Creature - Human Peasant
    Showcase - W: Gain 3 life. (Activate this ability only once, either after this enters the battlefield, or after your next draw step.)
    1/4
    Posted in: Custom Card Creation
  • posted a message on Viperdale Academy (Strixhaven rival schools)
    Summoning sickness may not be in the rules (it may be, I don't know) but it's so widespread that it can be used on reminder text. See Life and Limb spoiled two days ago. Reminder text just has to convey the idea, I just feel it reads better than "your next turn."
    Posted in: Custom Card Creation
  • posted a message on Viperdale Academy (Strixhaven rival schools)
    Quote from user_938036 »
    All that said im not certain how it translates to cards.
    I'm guessing in Strixhaven these "conflicts" just appear in flavor (unless Wotc suprises us with a set with 10 mechanics, two for each color pair.) Or it may be something like: in Silverquill, white uses mechanic X only on other creatures, while black only on itself.

    Here is a simple mechanic I made for Vectori:

    Fairshape Initiate 1W
    Creature - Human Artificer (C)
    Showcase - W: Create a 1/1 colorless Servo creature token. Activate this ability only once, either the turn this enters the battlefield, or the turn it loses summoning sickness.
    2/2

    Angleform Designer U
    Creature - Merfolk Artificer (U)
    Untapped Golems you control have Hexproof.
    Showcase - 3U: Create a 4/4 colorless Golem artifact creature token. Activate this ability only once, either the turn this enters the battlefield, or the turn it loses summoning sickness.
    1/1

    Inspired by Boast, Showcase is just an activated ability with some restrictions to make it interesting. It's also similar to foretell in that you can distribute a cost in two turns, or one. Should you cast Fairshape on turn 2? It may be riskier, but curve better. Also, plays to White blink / rescue effects.
    As for the difference in flavor, W would create small creatures, gain life, or put +1/+1 counters (boons), while U may create big creatures (Golems of war) and mess with the opponent's stuff (i.e: doing no good.)
    Posted in: Custom Card Creation
  • posted a message on Viperdale Academy (Strixhaven rival schools)
    Thanks for your great analysis!
    I do believe the colors have a broad scope of philosophies, so there can be many conflicts between any pair. (Are those the ones described by Maro?)

    I should totally adapt Vectiline though, you are right it's the weakest one. I thought about an Ethics school as an option before assigning colors, but practically all color conflicts could be distilled to ethics, it's too broad. So I'll stick with Engineering, but try to fit that clearer conflict...


    Vectiline - "Ideals brought forth"

    Engineering WU (Responsibility vs Agency)
    W students constrain their creations with many fail-safes, ensuring they can only be used for good.
    U students create objects adaptable to any use. It's the user's job to use it adequately.
    Posted in: Custom Card Creation
  • posted a message on Viperdale Academy (Strixhaven rival schools)
    Welcome to Viperdale Academy! Unlike those nerds at Strixhaven, our students get prepared for the true challenges in the modern mage's future. Our five schools, Glintscale, Formulei, Rumblehoof, Wanderstroll, and Vectiline, offer a wide range of disciplines, each based on one of our five Draconic Founders (...ours were first and improved!)

    (These are Magic concepts for new Schools, this time based on allied colors. Like Strixhaven, each is focused in an academic subject, and they explore the conflict inherent between the two colors.)


    Glintscale - "A good credit is spent twice"

    Economy UB (Regulation vs Greed)
    U students try to increase efficiency, and regulate the system.
    B students try to game the system for themselves.


    Formulei - "The right mixture: luck and skill."

    Chemistry BR (Control vs Chaos)
    B students apply the formulas with great care, wary of unexpected results.
    R students relish experimentation, and huge explosions.


    Wanderstroll - "Seek the horizon, find yourself"

    Geography RG (Fight vs Join)
    R explorers are looking for extreme experiences, and seek trophies just for fun.
    G explorers join the jungle as part of the ecosystem, leaving almost no trace behind.


    Rumblehoof - "Healthy body, healthy mana."

    Sports GW (Individual vs Team)
    W players always support the team above themselves.
    G players prefer solo sports, or being the strongest/leader of the pack (the food chain aspect of green.)

    Vectiline - "New purposes for classic lines."

    Engineering WU (Tradition vs Innovation)
    W students create objects based on the classics.
    U students try to invent completely original stuff.


    --
    and since I can't end without a card, here is a not-too-inspired mechanic for Vectiline, plus another for Rumblehoof.

    Bored Designer 2U
    Creature - Human Artificer (C)
    When this enters the battlefield, create a Diversion token (it's an artifact with "t, Sacrifice this artifact: Tap target creature.")
    2/2

    Rumblehoof Supporter 2W
    Creature - Human Student (U)
    Creatures you control have +1/+1 if you strained this turn (you strain if you spend 5 or more mana on a single cost.)
    2/2
    Posted in: Custom Card Creation
  • posted a message on Momentum
    Trying out a twist on the 2nd-spell cast archetype:

    Silvergale Caller 2W
    Creature - Human Cleric (C)
    This has +1/+2 and lifelink as long as you have momentum (you have momentum if 2 or more creatures entered the battlefield under your control this turn.)
    3/2

    While you can get momentum by casting 2 spells (creature spells, that is), there are many situations where the two differ, like blinks, or creating tokens. Just a single Dwarven Reinforcements triggers momentum. So I would make this a RW archetype, two colors that already have used 2nd spell cast triggers, and love creating wee tokens.

    A good common to help the theme:

    Sparkcaster Shaman 2R
    Creature - Human Shaman (C)
    Haste
    Whenever this creature attacks, create a 1/1 red Elemental creature token that's tapped and attacking. Exile it at the end of turn.
    2/2

    Finally, obligatory uncommon signpost:

    Silvergale Enforcer 1RW
    Creature - Human Soldier (U)
    Whenever Silvergale Enforcer attacks, if you have momentum, draw a card. Otherwise, create a 1/1 white Soldier creature token.
    (You have momentum if 2 or more creatures entered the battlefield under your control this turn.)
    2/3

    Posted in: Custom Card Creation
  • posted a message on Larva Counters
    I began with this design (based on 'Display' that I made for Prismari):

    Oozing Host 1B
    Creature - Human (U)
    Deathtouch
    Taint 2BB (If you cast this for 2BB, it enters the battlefield with a Larva counter on it. When it dies, return it to the battlefield.)
    1/1

    Just a kickered rebound for creatures. Not too deep or impressive.
    Then I gave it a twist:


    Oozing Host 1B
    Creature - Human
    Deathtouch
    Taint 2BB (If you cast this for 2BB, it enters the battlefield with a Larva counter on it. When it dies, you may sacrifice a creature. If you do, return this card to the battlefield. Otherwise, create two 1/1 black Horror creature tokens.)
    1/1

    A lot longer, but this gives the mechanic character. Taint cards synergize with each other, since you can use the tokens from one to recover another creature that's bigger, or better in the moment (it's hard to give up 3 creatures for a simple 1/1 deathtouch, but sometimes it's the right move.) Also, Taint decks gain synergies with cards that reward going wide, sacrificing effects, or cheap creatures in general.

    It goes from being a generic kicker, to becoming the whole strategy for a color pair.

    Now some generals:

    Granidor, Tainter Supreme 4BB
    Legendary Creature - Human Wizard
    At the beginning of your end step, create a 1/1 black Horror creature token.
    T, Pay 2 life: Put a Larva counter on target nontoken creature you control without a Larva counter on it. When it dies, you may sacrifice a creature. If you do, return that card to the battlefield. Otherwise, create two 1/1 black Horror creature tokens.
    4/5


    Lugreza, Acolyte of Growth 2GB
    Legendary Creature - Elf Cleric
    GB, T, Exile another creature you control with a Larva counter on it: Create a 7/7 Horror creature token with Trample.
    Taint 4BG (If you cast this for 4BG, it enters the battlefield with a Larva counter on it. When it dies, you may sacrifice a creature. If you do, return this card to the battlefield. Otherwise, create two 1/1 black Horror creature tokens.)
    3/4

    Posted in: Custom Card Creation
  • posted a message on Strixhaven inspired mechanics
    To celebrate the new set looking so awesome, I designed 5 mechanics for the students of Strixhaven.

    Snapback Curse 3BB
    Instant
    Destroy target creature.
    If you riposte, gain 4 life (you riposte if a permanent you control is being targeted.)


    Fireball Installation 2R
    Instant
    Fireball Installation deals 3 damage to any target.
    Display 3RR (If you cast this for 3RR, create an Art artifact token and exile this card attached to it. When it leaves the battlefield, you may cast this card without paying its mana cost.)


    Eager Dissector 3B
    Creature - Vampire Wizard
    T, Dissect a creature card: Gain 3 life. (To dissect a card, sacrifice it, discard it, or exile it from your graveyard. Draw a card if you sacrifice this way.)
    2/2


    Digger Assistant 2W
    Creature - Human Wizard
    Whenever Digger Assistant attacks, excavate. (To excavate, exile the top card of your library, then you may put a card you've excavated into your hand. If it's an artifact, land, or spirit, discard a card. If it's not, discard two cards.)
    2/1


    Calculous Mauler 3G
    Creature - Bear Wizard
    Trample is genetic for you.
    1G, T: Integrate target creature (put a genetic or +1/+1 counter on it.) Activate this ability only as a sorcery.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Some Random Fun
    Cone of Mayhem XXR
    Sorcery
    Do each in a random order. Increase X by 1 after each part:
    * This deals X damage to each creature.
    * This deals X damage to each opponent and each planeswalker they control.
    * Exile the top X cards of your library. You may cast them until the end of your next turn.

    Scramble for Action XXWW
    Sorcery
    Do each in a random order. Increase X by 1 after each part:
    * Distribute X +1/+1 counters among creatures you control.
    * Create X 1/1 white Soldier creature tokens with lifelink.
    * Scry X and gain X life.


    Unexpected Gifts XXBBB
    Do each in a random order. Increase X by 1 after each part:
    * Each opponent discards X cards at random.
    * Each opponent sacrifices X creatures.
    * Draw X cards and lose X life.
    Posted in: Custom Card Creation
  • posted a message on Partner -> Rival
    Yes, paired any creature. I think it can be balanced, because you only get the worse one (unless you go through hoops, or shuffle and get lucky.)

    As for "forcibly", I guess a case could be made for the command-zone replacement effect not applying 'at the start of the game', though on the other hand, I'd expect game rules to apply 'at the start of the game'. But in any case, rule wordings can be expected to 'do something'. No player would expect this drawback to be "unless you don't wanna do it", so it can be relegated to the rules.
    Consider it changed.
    Posted in: Custom Card Creation
  • posted a message on Partner -> Rival
    ...How does rival work with split votes?


    I expected this to be a expanded rule, i.e. something you would look up, since it's not that usual, in most games you'd discuss first and only vote when ready to choose, and in competitive (where it may get split votes) you'd know the expanded rule if it were to matter. But maybe it can fit in the reminder:

    Rival (You can have two commanders if one has Rival. At the start of the game, your opponents vote for one. If tied, choose at random. Put it on the bottom of your library forcibly.)
    Posted in: Custom Card Creation
  • posted a message on Partner -> Rival
    Kal Ido, Surface Antagonist 1BG
    Legendary Creature - Human Shaman
    Whenever Kal attacks, mill four cards.
    Rival (You can have two commanders if one has Rival. At the start of the game, your opponents vote for one. Put it on the bottom of your library forcibly.)
    4/4

    Cassamira, the Other Way 1WW
    Legendary Creature - Angel
    Flying, Vigilance
    At the beginning of your end step, if you gained 3 or more life this turn, draw a card.
    Rival (You can have two commanders if one has Rival. At the start of the game, your opponents vote for one. Put it on the bottom of your library forcibly.)
    3/3

    Vrel, the Contrarian U
    Legendary Creature - Human Wizard
    Whenever Vel attacks, scry 1.
    1: Look at the top card of your library. You can cast that card if it targets a spell. It costs 1 less.
    Rival (You can have two commanders if one has Rival. At the start of the game, your opponents vote for one. Put it on the bottom of your library forcibly.)
    1/2

    Some very strong commanders, that become even stronger because you have a second commander! The only problem is, they are a bit jealous, and won't play nice with the other. So it's either them, or the other guy, opponent's choice. Whoever leaves, they are still your second commander, so if you go through hoops, you can get that sweet Partnership going.

    I use a new word, 'forcibly' to indicate this card movement can't be replaced. (Otherwise, you'd just ignore the ability via the Commander Zone replacement effect.)
    Posted in: Custom Card Creation
  • posted a message on New Card type: Plot
    Alternative concept:

    Peace and Battle 2W
    Instant
    Choose one:
    Yin - Gain 6 life.
    Yang - Create a 2/2 white Knight creature token.
    Balance - Exile this card and draw a card. Choose Yin or Yang the next time you are able. When you do, cast this card choosing the other.


    Form and Decay 2G
    Instant
    Choose one:
    Yin - Return target creature card from your graveyard to your hand.
    Yang - Destroy target artifact or enchantment.
    Balance - Exile this card and draw a card. Choose Yin or Yang the next time you are able. When you do, cast this card choosing the other.
    Posted in: Custom Card Creation
  • posted a message on New Card type: Plot
    Plan for Peace 1W
    Plot
    (If you control a plot, resolve "Start" or "End" from this spell, the opposite from a plot you control, then sacrifice that plot. Otherwise, draw a card and this becomes a permanent.)
    Start - Gain 6 life.
    End - Create a 2/2 Knight creature token with Vigilance.


    Jungle Development 1G
    Plot
    (If you control a plot, resolve "Start" or "End" from this spell, the opposite from a plot you control, then sacrifice that plot. Otherwise, draw a card and this becomes a permanent.)
    Start - Destroy target artifact or enchantment.
    End - Mill the top three cards of your library. You may return a land or creature card among them to your hand. Otherwise, draw a card.


    Plots are much like Sorceries, in that they resolve their text right away. However, if you control no other Plots, that resolution only turns them into a permanent for later (and you draw a card for your trouble.) This means Plot is a hybrid type: a non-permanent card that is allowed by the rules to exist as a permanent.
    Once you resolve a second plot, you must choose the Start and End from it, and the opposite choice from a plot you control, sacrificing that second one. Yes, this was inspired by Gloomhaven Smile

    Posted in: Custom Card Creation
  • posted a message on Strixhaven-like Cards and Mechanics
    Here's my design take on a HP-style Magic set, before Strixhaven shows me how it's done.
    First, I think the Houses are a must: Oxhoof (GR) Houndhug (WG) Owlsight (UW) Drakecharm (BU) Phoenixspark (RB)

    Then there's the mechanics: Study and Brew.

    Early Class 2U
    Enchantment (U)
    At the beginning of your upkeep, you may study. If you do, draw a card.
    (To study, pay 3 or discard a card.)

    Drakecharm Duelist 1B
    Creature - Human Student
    Whenever Drakecharm Duelist blocks or becomes blocked, you may study. If you do, Drakecharm Duelist gains deathtouch until end of turn.
    2/1

    Overschool Mentor 2B
    Creature - Vampire Student (U)
    Once per turn, if you would study, you may pay 1 life instead of its normal cost.
    3/2

    Eager Oxhoof 2R
    Creature - Human Student (C)
    Whenever Eager Oxhoof attacks, you may study. (To study, pay 3 or discard a card.)
    Eager Oxhoof has +1/+2 if you studied this turn.
    3/2

    Practical Bolt R
    Instant (C)
    You may study (To study, pay 3 or discard a card.)
    Practical Bolt deals 1 damage to any target. If you studied this turn, Practical Bolt deals 3 damage to that target instead.

    Karinda Gel, Spellhoarder 2UU
    Legendary Creature - Human Wizard (R)
    U: You may study. If you do, Karinda gains Hexproof until end of turn.
    At the beginning of each end step, if you studied this turn, draw a card.
    3/4

    Experimental Pet B
    Creature - Rat (C)
    Menace
    Sacrifice Experimental Pet: If you studied this turn, draw a card.
    1/1

    Healer's Class W
    Enchantment (U)
    At the beginning of your upkeep, you may study. If you do, gain 3 life.
    Sacrifice Healer's Class: If you studied this turn, creatures you control gain indestructible until end of turn.

    Now for Potions, there's the Brew mechanic:

    Musclemax Potion 6G
    Artifact
    Brew (This spell costs 1 less for each different name among ingredients you control. Basic lands count as ingredients.)
    At the beginning of your combat step, put a +1/+1 counter on target creature you control.

    Pack-your-things Concoction 5B
    Instant (R)
    Brew (This spell costs 1 less for each different name among ingredients you control. Basic lands count as ingredients.)
    Exile target creature and all artifacts attached to it.

    Polymerize Potion 5U
    Instant
    Brew (This spell costs 1 less for each different name among ingredients you control. Basic lands count as ingredients.)
    Create a 1/1 blue Student creature token. Then a creature of your choice becomes a copy of another creature of your choice until end of turn.

    Wortleg Anuran BB
    Creature - Toad Ingredient (C)
    Whenever you cast a spell with Brew, each opponent loses 1 life.
    2/3

    Posted in: Custom Card Creation
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