- JuanCu
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Member for 14 years, 8 months, and 4 days
Last active Mon, Apr, 22 2024 11:34:39
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1
DJK3654 posted a message on Murder MysteryComplex and perhaps clunky but a good stab (pun intended) at a murder mystery mechanic. I like the idea of marking creatures secretly as guilty or innocent and the double sided counters is a good way of doing that I think. I do worry with all the moving pieces this has that it will be a bit of a hassle to play with and won't play out the way it's intended very often. I also worry the counters will be used often as combat tricks and if even they aren't actually used this way in any given game, the potential for it could be a headache whenever anyone conceals a crime to have to take it into consideration.Posted in: Custom Card Creation -
1
konradishes92 posted a message on Murder MysteryReally flavourful, I think this is a great designPosted in: Custom Card Creation
I feel as though there's a decent amount of design space with cards that can interact differently or gain passive abilities depending whether they're guilty or innocent
The only downside I would say is that is a somewhat :parasitic" mechanic and might not be able to interract a lot with cards outside the set
Also, do the markers for innocent/guilty technically count as counters? It doesn't seem to be spelled out that way but the mock-up looks that way -
1
rowanalpha posted a message on Battle Subtypes - Rescue and NetworkThere's a bit to figure out about exactly what parts of the rules are baked into the battle type and the Siege subtype, But i think you're going to run into space issues trying to fit these on cards, especially the first one.Posted in: Custom Card Creation
I like the flavor of the second one, though it could probably be structured a little more tightly. -
1
5ColorsEDH posted a message on Guild SpiesWelp It look decent in this template at least but wait!!!!Posted in: Custom Card Creation
The only concern I have with this card is that I would never want to play this outsided of monored...its weaker with the most color it costs.
EDIT: The second one has an actually good ability in the NoBlue side...I rectify that you won't want to play in a monodeck and the 2 colors effect is better than mono and 3 colors versions -
1
Pokerkingdave posted a message on Guild SpiesThis mechanic seems a bit clunky.Posted in: Custom Card Creation
If you dropped the mana costs down to 3, then you could do something like, "if you spent 1 do x, 2 do y or all do xyz", it would be easier to grok.
It makes them different enough from Tin Street Hooligan and Clockwork Servant. -
1
user_938036 posted a message on Guild SpiesYou really want to put numbers not "No(ne), Some, All" "0, 1-3, 4" While it closes out some avenues of value it makes it clear how they interact with Edgewalker, Feroz's Ban, and Omniscience.Posted in: Custom Card Creation
Wait, rereading that All ability. Are they supposed to get the previous abilities? If so then they are strictly out of Pie as the first ability is specifically something that the "third" color can't do. If not, then drop the "Also". -
1
rowanalpha posted a message on BattlesThis seems like a good starting point for how these cards might end up working.Posted in: Custom Card Creation
The biggest challenge I see with designing and balancing these effect is making the pay off worth the hoops you jump through to get it. In the above, for instance, is the 2 cards and a utility land worth paying 4 mana and then having to send creatures off from attacking my opponent? Planeswalkers give benefit and then your opponent has to decide if stopping you from getting the benefit is worth "wasting" their attacks on killing it. I feel like in the case of battles you'd either need to way undercost the battle or make the pay-off way higher. -
1
caulkwrangler posted a message on Mechanic: "Ask for advice"Now that I understand a bit better, perhaps:Posted in: Custom Card Creation
Consult (Roll a six-side die. Accept the advice of an untapped permanent you control matching the result, then tap that permanent.) -
1
caulkwrangler posted a message on Mechanic: "Ask for advice"How about something like this?Posted in: Custom Card Creation
Olden Gardener G
Creature - Elf Druid Advisor
t: Consult (Roll a six-side die. Accept the advice of a permanent you control matching the result.)
Advice [1] - Add one mana of any color.
1/1
Zap Brewster UR
Legendary Creature - Goblin Advisor
If you would roll a die to consult, roll two dice and ignore one of the results.
Advice [1], [5] - Zap Brewster deals 2 damage to any target.
2/1
Puka the Wise GWU
Legendary Creature - Spirit Advisor
Flying, vigilance
Advice [1], [3] - Exile target nonland permanent you control, then return it to the battlefield under your control.
Advice [2], [4] - Exile target nonland permanent you don't control. Its controller gains 3 life.
3/3
The Magic Baseball 5
Legendary Artifact
2: Consult. Activate only as a sorcery.
Advice [1] - Draw a card.
Advice [2], [3] - Create a treasure token.
Advice [4], [5] - Put a +1/+1 counter on target creature you control.
Advice [6] - Target opponent gains control of The Magic Baseball. -
1
caulkwrangler posted a message on Mechanic: "Ask for advice"I feel like the permanent with the advice ability should only tap itself instead of giving you a choice. Very interesting concept though, and I dig the frame.Posted in: Custom Card Creation - To post a comment, please login or register a new account.
1
The Drake's Song UW
Sing-along (As this saga enters and after your draw step, starting and ending with you, each player may pay 1 or 2 mana. If 3 or more mana was paid, put a lore counter. Each opponent that paid also triggers the current chapter. Sacrifice after III.)
I - Draw a card and gain 2 life.
II - Create a 2/2 blue Drake creature token with flying.
III - Put a +1/+1 counter on each creature you control.
1
Abu, Partner in Crime R
Legendary Creature - Ape Rogue (R)
Human sidekick (If this creature or a legendary human you control would die, you may merge this under that human, or that human over this. The result loses sidekick.)
Whenever a legendary human rogue you control attacks, create a treasure token.
1/1
Sidekicks are like an extra life for legendary humans (unless it's a full board wipe.) And if it's the sidekick who would die, their ability may still survive under a legendary.
Abu would be good with Aladdin (who would be a human rogue) but if it saves another human, the resulting creature would be a human rogue, so the ability starts working. The sidekick ability is lost, however, so you couldn't keep piling up human cards together.
1
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
1
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.
1
Creature - Dwarf Artificer (U)
As long as Knickemaker is untapped, Knicknacks you control have +1/+1.
T: Create a 1/0 Knicknack artifact creature token.
2/2
The linchpin of a knicknack deck (synergistic with U artifact etb triggers, or B creature death triggers.) Otherwise super parasitic, but it's a nice dream to assemble many knickemakers in limited.
IIW: From the end of days.
1
Enchantment
When Spawn Cycle enters the battlefield, create a 0/0 Hydra creature token with X +1/+1 counters on it.
4G: If you control no Hydras, return Spawn Cycle to its owner's hand.
Distilled Flame XR
Enchantment
When Distilled Flame enters the battlefield, it deals X damage to any target.
Sacrifice Distilled Flame: Add RR. Spend this mana only on X costs.
Study Schedule XU
Enchantment
Vanishing X.
Whenever you remove a time counter from Study Schedule, draw a card.
Illustrious Command XW
Enchantment
When Illustrious Command enters the battlefield, create X 1/1 white Soldier creature tokens.
Whenever three or more creatures you control attack, gain 3 life.
Rotten Thoughts XB
Enchantment
When Rotten Thoughts enters the battlefield, any player may pay X life and discard a card. If a player does, sacrifice Rotten Thoughts.
At the beginning of your upkeep, each opponent discards a card.
2
Hint Cards --
??? 2UR
Sorcery (U)
Search target library for a creature card with power 1 or less, put it onto the battlefield under your control, then that library's owner shuffles it.
??? deals damage to target creature equal to the total power of all creatures you control.
???
??? WBB
Instant
Target opponent chooses 2 nonland cards in his or her graveyard and exiles them. You may cast those spells for as long as they remain exiled, and you may spend mana as though it were mana of any type to cast them.
(Now Bolas has a Trap quest: Hunting for Krenko)
2B
Enchantment (R)
R, Discard a card: [This] deals 1 damage to each player.
Hellbent-- 1B: Draw a card. Activate this ability only if you have no cards in hand.
1G
Creature - Cat Mutant
[This] can't be blocked by creatures with lesser power.
4GG: Adapt 4 (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
1/2
1
It was a preview article from Maro. I was reading it like "Stop teasing us about 1-mana planeswalkers and show it to us!." But he went into talking about cards inspired by other hasbro properties, and I was like: "It's gonna be a Pony card..." So I clicked on reveal, and saw an Ixalan-flavored card somehow.
Aitl, Huli and Cocat 1GU
Legendary Creature - Siren Human Merfolk
The next time a creature with power 4 or more enters the battlefield under an opponent's control, enthrall it. (Gain control of it until it deals damage.)
1/4
And then maro said they couldn't actually make it a Horse.
I'm not trying to be funny, that actually was the end of the dream. (The only thing I made up right now was the card's name, I don't think the dream had that detail in it.)
Anyways, the card may have memory issues, so I'll fix that in my awake state:
Aitl, Huli and Cocat 1GU
Legendary Creature - Siren Merfolk Shaman
Aitl, Huli and Cocat enter the battlefield with a +1/+1 counter on it.
Whenever a creature with power 4 or more enters the battlefield under an opponent's control, remove a +1/+1 counter from this. If you do, enthrall that creature. (Gain control of it until it deals damage. It attacks or blocks each turn if able.)
2/3
I also changed enthrall to force it into combat.
2
Can you help defend Ravnica against outside forces that threaten to conquer it? Be careful, some guilds are traitors to the cause!
Rules:
Sign up by calling one of the ten guilds to play. You'll have to design cards in that guild's colors. First come, first served, we only have 10 player spots, one for each guild.
Once we have our ten representatives, I'll private message you with your secret allegiance. You are either one of the 7 Guildpact players, or one of the 3 Bolas players. Everyone must pretend to be Guildpact.
Those who are Guildpact will also receive three Quests to choose from (the same three quests for everyone.) You must design one card (within your guild colors) that would be very useful to solve that quest. Give it a flavor text that shows your card in action, and PM that card to me. (Don't discuss the quests. You may feed information to the Bolas players!)
Once I have your 7 cards, I'll PM two of them at random to the Bolas players, but with their names and flavor texts removed. Once they get a chance to examine the cards (hopefully getting clues about the quests), they will each design a card (no flavor for now.) Try to design your card in such a way that you can pretend to have known the quest later.
When we have the 10 cards (7 with flavor texts, 3 without) I'll reveal the three quests in a post, so the Bolas team may examine them. Now they add flavor text (and possibly change the names of their cards), to better pretend to have known the quests all along. Once they PM me the reflavored cards, I'll post the 10 cards for all to see. Then players may discuss on who is a Bolas guild designer, defend themselves, and vote for a traitor to Exile. The player with more votes is out, and we may continue to another round. Once all the Bolas players are out, or once they may force a tie while voting, the corresponding team wins.
---
Example Quests:
* A swarm of vampiric bats has overrun part of the Undercity. They are extremely ravenous for blood.
* We think a ooze shapeshifter has infiltrated the senate. We need to detect it somehow. (It's water-soluble and lightning-resistant.)
5
Jace, Disgraced Guildpact 1UU
Legendary Creature - Human Wizard (M)
Flare U (U: If this is a creature, put a +1/+1 counter on it. Until end of turn, it becomes a planeswalker that uses +1/+1 counters as loyalty. Flare only as a sorcery.)
\-2/: Draw two cards.
1/4
Tibalt, Rakdos Novice 1R
Legendary Creature - Human Wizard (M)
Flare R (R: If this is a creature, put a +1/+1 counter on it. Until end of turn, it becomes a planeswalker that uses +1/+1 counters as loyalty. Flare only as a sorcery.)
\-3/: Tibalt deals 3 damage to any target.
\-3/: Each player discards his or her hand and draws 3 cards.
2/1