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  • posted a message on Half Tokens
    This is a UN-mechanic that is similar to Augment/Host. But instead of using half cards, these effects create half-tokens. What is a half-token you ask? Well, it's a non-permanent game object you control (like an emblem), that turns into a permanent when complete. You complete half tokens automatically as soon as you get two different types, and the result sums all properties from each token.

    Mauler Gene 2G
    Sorcery
    Create half a 3/3 green Beast creature token with Trample. (It's not a permanent. Anytime you control two half tokens with different names, join them into a permanent.)
    Draw a card.

    Aven Feather Captain 2WW
    Creature - Bird Soldier
    Flying
    When Aven Feather Captain enters the battlefield, create two half 1/1 white Bird creature tokens with Flying. (They are not permanents. Anytime you control two half tokens with different names, join them into a permanent.)
    2/2

    And how would you join them? Using special insert "half tokens" with dotted lines to cut them. Cut the blue line in one, the red line in the other, and insert each cut into the other. The result would look like this:






    Posted in: Custom Card Creation
  • posted a message on Dungeons
    I thought about making them trigger on attacks (and some variations like tapping), but decks can have so much trouble keeping a single creature alive. I want creatures to explore dungeons, but not keep dungeons worthless just because you are playing against control. So creatures explore during "training", ie Casting. But, if a creature wants to keep exploring, that's cool as well...

    (also, changed Structure to Plunder and made dungeons into mana sinks.)

    Maraunder's Cave WR
    Dungeon
    Plunder 5 (this enters the battlefield with 5 floor counters on it. Remove a floor counter by casting a creature spell or paying 2 as a sorcery.)
    4) Create a 2/2 white Human Noble creature token.
    2) Create two Treasure tokens.
    0) Draw a card. Maraunder's Cave gains: "Sacrifice this: Creatures you control get +2/+0 until end of turn."


    Delving Knight 2W
    Creature - Human Knight
    Whenever Delving Knight attacks, you may remove a floor counter from a dungeon you control.
    3/2

    Torch Shaman 3R
    Creature - Dwarf Shaman
    The first time you pay mana to remove a floor counter on your turn, it costs 1 less.
    3/4

    Posted in: Custom Card Creation
  • posted a message on Dungeons
    Crystalglow Maze 1UR
    Dungeon
    Structure 7 (this enters with 7 floor counters on it. As you cast a creature spell, and after your draw step, remove a counter.)
    5) Create a 2/3 blue Elemental creature token.
    3) Draw a card, then discard a card.
    0) Transform Crystalglow Maze.
    --
    Crystalforge Sword
    Artifact Equipment
    When Crystalforge Sword transforms, attach it to target creature you control.
    Equipped creature has +2/+3 and Ward 3.
    Whenever equipped creature attacks, you may draw a card, then discard a card.
    Equip 3

    Trying out a design for the "Dungeon cards" that are confirmed for Adventures in the Forgotten Realms.
    Super inspired by Sagas, of course, down to the wording.
    These would be heavier on the final payoff, like Suspend Cards, as the coolest reward is at the end of the maze.

    For the trigger, I wanted something explorer-related, so that meant creatures, but I didn't want to tie it down to creatures surviving, attacking, or tapping, because control nullifies all that. It's not like I hate control, but I think counters, removal, and specially mass removal, should be quite strong against creatures, but shouldn't have the byproduct of nullifying strategies that are creature-synergistic.
    So my goal here is making a card type that is aggressively weaker than another creature to attack with, but synergizes with creature spells while providing resilience against control.
    Posted in: Custom Card Creation
  • posted a message on Class is in Session
    I made On The Field following my instincts, I guess. I'd say about 50% or more of Lessons one casts are the Token producers. And for the rest, they don't usually affect the board (well, Introduction to Annihilation and the Disenchant certainly do.) So when I chose a color to make those effects instant, green felt the most in-pie, in spirit at least. Maybe UG would be more appropriate, but I like where it's at, I think it would be a Lesson-archetype enabler for limited at uncommon, no need to restrict it too much.

    Bad Influence 2BB
    Creature - Human Wizard
    When Bad Influence enters the battlefield, Learn.
    If you would put a card in your hand from outside the game, instead you may exile it. When you do, look at target opponent's hand, and exile a card from it. As long as a card exiled this way remains in exile, it may be cast by a player that doesn't own it, and mana may be spent as if it were any color to cast it.
    2/3

    Posted in: Custom Card Creation
  • posted a message on Class is in Session
    Adaptability Test X(G/U)
    Target opponent chooses one: artifact creature, non-artifact creature, or non-creature artifact.
    Search your library for a card with the chosen qualities and mana value X and put it onto the battlefield, then shuffle.
    Learn.
    "So, what kind of prank are you planning? Froglings? Mechano-froglings? Oh, the old Bag of Froglings, of course."

    On The Field 1G
    Enchantment
    When On the Field enters the battlefield, Learn.
    You may cast Lesson spells as if they had Flash.
    "Be on your toes!"

    Dissuasion Factor 3UW
    Sorcery - Lesson
    Create two colorless 0/4 Engine artifact creature tokens, with "As long as this is the only attacking artifact, it has power equal to the number of artifacts you control."
    As Blorgus the Flat learned firsthand, "Potential Energy equals Potential Mass." -Vectormancer's Chant

    Guesswork 1B
    Sorcery
    Name a card. Target opponent reveals their hand and discards each card with that name.
    If that player discards no card this way, Learn.
    I would ask her to stop throwing answers until one sticks, but the spectacle is mesmerizing.
    Posted in: Custom Card Creation
  • posted a message on Scroll mechanic
    Heya! I'm still designing for Viperdale, a rival school for Strixhaven. I want to keep the instant / sorcery theme, so here is a mechanic to bolster the triggers: Scrolls.

    Scrolls work much like Adventures, except they are closer to Split cards with Fuse. You get either the Creature or the Sorcery, or both at the same time (in this case, the sorcery becomes a copy and must follow the creature.)
    In equation form:
    Adventure: Creature, --or-- Sorcery then Creature.
    Scroll: Creature --or-- Sorcery --or-- Creature plus copy of Sorcery.



    This allows us to create cards like:

    Rummage 1U
    Instant - Scroll
    (Cast this alone, or as a copy alongside)
    Draw a card.
    --
    Rummaging Thief 2U
    Creature - Human Rogue
    Whenever Rummaging Thief deals combat damage to an opponent, cast a copy of its scroll without paying its mana cost.
    1/2

    So this is a Ophidian with Cycle, but it also cantrips for 3UU, and helps trigger those Magecraft abilities. Also adds a flavor of "a creature, plus its signature spell."


    Grobbler's Curse 2B
    Sorcery - Scroll
    (Cast this alone, or as a copy alongside)
    Target player sacrifices a creature.
    --
    Grobbler, Rot Warlock 4B
    Legendary Creature - Human Warlock
    Deathtouch
    When Grobbler dies, exile it. You may cast Grobbler's Curse alone from exile.
    4/4

    A fun design that works like a backwards adventure. Cast Grobbler first, then its spell. (Or both, and then just its spell.)

    Edit: Like one hout later, I just read Maro's article today! They actually had Scrolls as inside a card during desing! That's so awesome Smile
    Posted in: Custom Card Creation
  • posted a message on Mutate Design Space
    Yeah, mutate usually devolved into card-advantage fests due to all the triggers that were trying to avoid the inherent card-disadvantage of fusing two creatures together. Maybe a trigger like:

    Alpha Candidate 2G
    Creature - Wolf
    Trample
    When this creature mutates for the first time, put a +1/+1 counter on it and draw a card.
    Mutate 2GG
    3/3

    I could see a cycle of these creatures to showcase Mutation, but being fine by themselves, and wouldn't devolve into the X triggers per mutation battlecruisers.
    Posted in: Custom Card Creation
  • posted a message on Cram, and other School concepts

    Note-Taking Charm U
    Enchantment
    At the beginning of your end step, put a charge counter on Note-Taking Charm. Then, if there are 3 or more charge counters it, remove all of them, and Learn.
    "I had the most wonderful dream during Vectormancy today."

    Late for Class R
    Sorcery
    Untap target creature. It gets +1/+1 and gains Haste until end of turn.

    Saved by the Bell 2UU
    Instant (R)
    Cast Saved by the Bell only if a creature or planeswalker you control is being targeted by a spell.
    End the turn.

    Put in Detention 2WW
    Enchantment
    Flash
    When Put in Detention enters the battlefield, exile all attacking creatures until Put in Detention leaves the battlefield.
    At the beginning of your end step, choose a card exiled by Put in Detention and return that card to the battlefield under its owner's control. If it's the last one, draw a card.

    Bag Inspection UB
    Sorcery
    Target opponent may discard any number of artifact cards. Then that player reveals their hand. You choose a noncreature, nonland card from it, and exile that card. If it's an artifact, you may cast that card as long as it remains in exile.

    Fire Alarm 4UU
    Sorcery
    Return all creatures and planeswalkers to their owner's hand.
    You may cast Fire Alarm as if it had Flash if a player casted a red instant or sorcery spell this turn.

    Break Curfew 1RR
    Sorcery
    There's an additional combat phase after the second main phase this turn. Only creatures with power 2 or less may attack on that phase, and only creatures with Vigilance may block on that phase.

    Ruined Homework 1GU
    Instant
    Counter target artifact or enchantment spell. Create a 2/2 green Hound creature token.
    "They are never going to believe this, are they?"

    Prismary Project UR
    Enchantment
    When Prismary Project enters the battlefield, scry 2, then draw a card.
    At the beginning of your end step, if you cast a Red or Blue creature spell this turn, put a Work counter on Prismari Project. Then if it has 3 or more counters on it, sacrifice it, and create a 4/4 red and blue Elemental creature token.
    Posted in: Custom Card Creation
  • posted a message on Cram, and other School concepts
    Cram 3UR
    Enchantment
    When Cram enters the battlefield, exile the top 6 cards of your library.
    You may play cards exiled with Cram, and you can't cast spells from your hand.
    At the beginning of your end step, you may pay 2. If you do, sacrifice Cram.

    (This design I really like. First you 'enter Cram mode' by becoming restricted to these subjects exclusively. But then you also have the End Step deadline looming! You don't want to miss that window to pay 2, or you may end up burned out next turn, with nothing to do!)


    Abuzz With Posibilities 1
    Sorcery - Lesson
    Scry 2
    "All the Schools seem so cool! How will I ever choose?"

    --
    Induction Emblem 3
    Artifact
    When Induction Emblem enters the battlefield, scry 1, then choose a color.
    T: Add one mana of the chosen color.
    "This time, I'm really sure."


    Messy Backpack 1
    Artifact
    When Messy Backpack enters the battlefield, draw a card, then exile a card at random from your hand. You may look at that card anytime.
    You may play the card exiled with Messy Backpack if you have no cards in hand. When you do, if the played card is an artifact, draw a card.
    "I forgot I had that!"

    Packed Schedule U
    Echantment
    1, Pay 1 life: Scry 1
    1U: Draw a card, then discard a card.
    2U: Draw a card.
    If you own Packed Schedule, you can't cast spells unless you've activated two different abilities from enchantments this turn.
    "Why do I do this to myself?"

    (Donating this card would be too evil. Edit: I mean, this is why I added "If you own", otherwise it's a 2 card win the game.)


    Posted in: Custom Card Creation
  • posted a message on Monologue Tax
    Names from today's Good Morning Magic

    Monologue Tax 2W
    Enchantment - Aura Curse
    Enchant player
    Enchanted player's spells cost 2 more to cast.
    As a player casts a spell, attach Monologue Tax to that player.

    Geometric Nexus
    Land
    T: Add C.
    4GU, T, Discard a card: Create a 0/0 green and blue Fractal creature token, then put a +1/+1 counter on it for each creature you control with base power 0.

    Perplexing Test 1UU
    Enchantment
    When Perplexing Test enters the battlefield, secretly choose a card type.
    Whenever an opponent casts a spell, they may pay C.
    Sacrifice Perplexing Test, Reveal the chosen card type: Counter target spell of the chosen type if its controller declined to pay for Perplexing Test. If you do, draw a card.
    "I knew they were gonna ask that!"
    Posted in: Custom Card Creation
  • posted a message on Brewing Spells
    Good observations, again! I had intended for Ingredients to have no targets, but that's quite restrictive, especially for a RB mechanic. Those colors love to target!
    So, here is a revision with that in mind. Now the scry is always the effect of an Ingredient Instant or Ingredient Sorcery, and the main (brew) effects are triggered abilities (using 'opponent' or 'up to one', so they can't be fizzled into being detrimental). Also, renamed Brew into infuse, because it has more conjugations.

    Devilweed Imp 2R
    Ingredient Creature - Imp
    When Devilweed Imp or its infused spell resolves, you may discard a card. If you do, draw a card.
    Infuse R (R, Exile this card from your graveyard: Infuse this on target instant or sorcery spell you control.)
    2/2

    Batwing Fumes 4B
    Ingredient Sorcery
    Scry X, where X is the number of cards infused on Batwing Fumes.
    When Batwing Fumes or its infused spell resolves, each opponent sacrifices a creature.
    Infuse 2B (2B, Exile this card from your graveyard: Infuse this on target instant or sorcery spell you control.)

    Sparkpowder Pinch 4R
    Ingredient Instant
    Scry X, where X is the number of cards infused on Sparkpowder Blast.
    When Sparkpowder Pinch or its infused spell resolves, it deals 3 damage to target creature or planeswalker an opponent controls.
    Infuse 3R (3R, Exile this card from your graveyard: Infuse this on target instant or sorcery spell you control.)
    Posted in: Custom Card Creation
  • posted a message on Brewing Spells
    Thanks for all you help guys! I have a version I'm happier with:

    Batwing Fumes 4B
    Ingredient Sorcery
    Each opponent sacrifices a creature.
    Brew 2B (Exile X Ingredient cards from your graveyard and pay their Brew costs to add their effects to an instant or sorcery spell you control. If that spell was also an Ingredient, add Scry X as well.)

    I like that this version feels more like putting a bunch of stuff in a cauldron and stirring. The bonus for mixing two Ingredients this time is a simple Scry 1 (or better for more ingredients) but a lesser effect makes it less parasitic, so that's ok. On the rulings aspect, this would be a 'anytime' ability like morphs. I don't think that would cause too much trouble (casting an instant is already 'anytime'), but it could also be an activated ability if you put < : > in there, it just reads better this way, I feel.

    Also, mix in some Ingredient Creatures into the pot!

    Devilweed Imp 2R
    Ingredient Creature - Imp
    When Devilweed Imp resolves, you may discard a card. If you do, draw a card.
    Brew R (Exile X Ingredient cards from your graveyard and pay their Brew costs to add their effects to an instant or sorcery spell you control. If that spell was also an Ingredient, add Scry X as well.)
    2/1

    A bit less standard than 'enters the battlefield', but the Ingredient supertype marks this as a special kind of effect.
    Posted in: Custom Card Creation
  • posted a message on Brewing Spells
    Edit: Now trying a flashback variant.

    Batwing Fumes 3B
    Sorcery
    Each opponent sacrifices a creature.
    Brew 2BB (You may card this card from your graveyard for its Brew cost if you control an instant or sorcery spell. Then exile it. Halve this cost to 1B if you control an spell with Brew.)


    Kzari, Cauldron Enthusiast 1RB
    Legendary Creature - Human Witch (R)
    Whenever you cast an instant or sorcery spell, mill 1.
    At the beginning of each end step, if you cast two or more spells from your graveyard this turn, put an Indestructible counter on Kzari and Kzari can't block.
    3/3

    Posted in: Custom Card Creation
  • posted a message on Brewing Spells
    This is a mechanic for the Mad Potion-brewing Chemists of Formulei (the BR school of Viperdale.)

    Batwing Fumes 1B
    Sorcery
    Each opponent sacrifices a creature.
    Brew 3B (Then if you cast this card from your hand for 3B, exile it brewing. Cast it later for 3B. Reduce that cost by 2 if you cast it paired with another brewing card.)

    Brewing is kinda a kicker flashback. You may get a simple edict for 1B, or a flashback edict for 3B + 3B later.
    However, two ingredients may mix together for a more efficient effect!

    Devilblood Olio 2R
    Sorcery
    Create two 1/1 red Devil creature tokens.
    Brew 3R (Then if you cast this card from your hand for 3R, exile it brewing. Cast it later for 3R. Reduce that cost by 2 if you cast it paired with another brewing card.)

    Mix Batwing Fumes and Devilblood Olio in a cauldron, and you get a 2RB sorcery for both effects combined!

    But how does 'paired' casting work, you ask? Easy, you follow the same steps for casting a card, except for both cards at the same time! Then they are put in the stack in the order you choose. They are two spells at all times.

    So, that's Brew, a parasitic ability, but the flashback option also works perfectly fine alone. Sure, 4 less may sound like a lot, but you'd have to work to set that up anyways, and telegraph it in advance.

    Btw, I know paired is already a concept with creatures, but I think both meanings could coexist (like Counter and Counter.) It may alternatively use the 'Splice onto' mechanic, but I feel like this is more natural, as that mechanic can splice multiple spells, not only pairs.
    Posted in: Custom Card Creation
  • 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
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