- Cantripmancer
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Member for 19 years, 2 months, and 25 days
Last active Wed, Jul, 20 2022 12:20:18
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Feb 4, 2014Cantripmancer posted a message on Launch Giveaway!Recycle was the card that started me down the dark path to becoming the Cantripmancer. Such a powerhouse, especially with Spellbook and others of its ilk. And Phil Foglio's art is hilarious.Posted in: Announcements
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Mar 10, 2010Cantripmancer posted a message on Cantrip HeavenI want to test the comment concept. This should be fun.Posted in: Cantripmancer Blog
Edit: And I can edit the comment...nifty. -
Apr 18, 2008Cantripmancer posted a message on Because playing Kithkin would be too rediculousSoooo, how'd the deck do?Posted in: Howlings
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Mitotic Gooling GUU
Legendary Creature - Shapeshifter
At the beginning of your upkeep, put a creature token into play that is a copy of target creature and has "Whenever a creature with the same name as this token leaves play, sacrifice this token."
0/1
This next one looks a little odd on a card; I'd welcome condensing thoughts.
Masked Experience WUBRG
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 until end of turn: Enchanted creature gains First Strike, Flying, Fear, Haste, or Trample until end of turn.
Enchanted creature gets -2/-2 until end of turn: Enchanted creature gets +4/+1 until end of turn.
Pari Passu 2UU
Legendary Creature - Shapeshifter
If any creature has trample, Pari Passu has trample. The same goes for fear, flying, first strike, double strike, vigilance, and haste.
2/3
Riptide Doppelganger 5G
Creature - Shapeshifter
Whenever another creature comes into play, add that creature's power and toughness to Riptide Doppelganger's power and toughness. (This effect doesn't end at end of turn.)
1/3
The only problem I can find with this next one would be Ochlopod + Mistform Ultimus + Fling/Grab the Reins-esque cards...anyone else see other problems?
Ochlopod GU
Creature - Shapeshifter
Ochlopod gets +1/+1 for each creature type among creatures in play.
Whenever Ochlopod attacks or blocks, sacrifice it unless you pay 1 for each creature type among creatures in play.
0/0
Gluttonous Preponderate 6
Artifact Creature - Shapeshifter
Gluttonous Preponderate's power is 1 more than the greatest power among other creatures in play.
Gluttonous Preponderate's toughness is 1 more than the greatest toughness among other creatures in play.
*/*
Thanks in advance, and thanks for helping me celebrate!!!
How about:
[cost]: Play ~ as an instant. (Play this ability only if this card is in your hand.)
Then the [cost] can be the adjusted (increased) cost.
Ok, it's probably better just as Rout is worded. Alx is right; no keyword necessary.
Now that I look...the name is different by one letter. Still, it was close enough to fool me, and that means that it would "fool" any player using it. Maybe try to avoid such similarity unless you want to make connections on purpose? My judging would still stand, since part of flavor is making a distinct feel to a card...and this feels like it should be connected to Chisei...and it's not. Sorry. To be fair, I like your card quite a bit...just didn't feel that it hit all the marks this time.
M_E, please note the increase in Tahn's score.
Reflector of Malice 1RR
Creature - Human Infiltrator
Echo 1, haste
Whenever you pay Reflector of Malice's echo cost, you may have target player gain control of it. If you do, it deals 3 damage to that player.
3/2
"My version of bounce." -- Pardic Flamemaster
Sorcery
Reveal your library. Target opponent chooses an artifact card, a creature card, an enchantment card, and a land card from cards revealed this way and removes them from the game. Until end of turn, those cards have "Pay life equal to this card's converted mana cost: Play this card without paying its mana cost."
Next: Faun of Fury
EDIT: My judgings are up. Have been for a bit, actually, but figured I'd let people know.
Balance: The question is, does the double hit (4th turn or later + rftg) balance Time Walk? Well, the first restriction doesn't seem like all that much, since the impact of taking an additional turn during the first three turns is much less than that of taking an additional turn later on in the game. The 2nd restriction goes a little further in the concept that you're not going to be recurring the Stream for future use, but it's still after the "Extra turn for 1U." part. Final judgement: It's closer, but still probably a little broken. 6/10
F/C/Q: I love the combination of flavor text plus name...but I don't know that the ft completely fits the card concept. That said, the flavor text is quite well-written, and I definately get an image of the card. However, the name sounds more like an enchantment (continuous) than a sorcery (singular in time, especially with that rftg part). Creatively, it's Time Walk with restrictions, so...not so much. Well-thought out and executed, but falls a little short. 6.5/10
Total: 17.5/25
Balance: 2 mana to set an immediate cap on hand size? With the additional options (2 life/half-life to destroy), it feels pretty solid. I almost think that you should have kept it from being played the fourth turn, too...or upped the cost to 1BB. I also think that the destroy clause should be "half your life, rounded down" so that if you're facing this ickiness at 1 life, you can still get rid of it. Not bad, overall, though. 7.5/10
F/C/Q: Flavor comes together quite nicely here, with the flavor text providing a suitable bridge between the name and the rules text. Creativity is high, quite possibly the highest I've seen this month of judging. This is the kind of combination of effects that makes winning cards. Quality is also nice. All kinds of players will enjoy this card, Timmy being the biggest exception. Balthasar wants to go make a Chains deck because of this. Nice job. 9.5/10
Total: 22/25
Balance: This seems, in comparison, a little weak. Serra Avenger gets the same stats for the same cost, but instead of evasion and doubleduty (vigilance), there's just a "this is untargetable by spells except for the desperate...oh yeah, and its controller can't target it with any bonuses, either." Now, untargetable is nice, and there's the opportunity for an odd discard outlet for you, but I don't think it stacks up to standards. You might have been able to get away with a 4/4, especially adding something else, like legendary. 7/10
F/C/Q: The name and flavor text don't seem to match completely with the abilities, since normally it's just a 3/3 beater that doesn't do much mindcutting. It seems like you tried to explain that in the flavor text, but it just came out a little...muddled. If I interpret correctly, this would be my suggestion: "The shadows of the world hide worse nightmares than the shadows of the mind. Therein lurk horrors that don't empty your mind for you, but invite you to empty it yourself." Nice "avenger" reference, though. The creativity is a little light, but present. Qualitywise, the period at the end of the 2nd line should be inside the quotation marks, not outside. But that's a picked nit. The basic concept is well-done, and I like that the discard is an additional cost, not "Whenever ~ is the target of a spell, that spell's controller discards three cards." 7/10
Total: 19/25
Balance: 2 mana for a 3/3 double evasion > 2 mana for a 3/3 evasion + (Vigilance isn't evasion). Of course, this has two colors in its mana cost. Of course, it also has one of the wickedest recursion policies I've seen in a while. I LOVE the card concept, especially the idea of a creature copying another but still retaining elements of its past...but the activated ability feels too cheap to me, even with the sacrifice part. Maybe not by much, but enough to make me cautious. Perhaps 2UB? 1UB? 7.5/10
F/C/Q: Very evocative flavor, even without a nice flavor text tie-in. Creativity is quite high and enjoyable. I can't find any issues quality-wise, either, other than the use of a generic expansion symbol. 8.5/10
Total: 20.5/25
Balance: I think this is nicely close to balanced. There is some question of whether having 2-3 in your hand by 4th turn would be too scary, but the risk drawback (not having any until 5th turn, at which point you have a dead card until you find a 2nd one) is pretty high. Granted, there are some tutors that would help with that, but still. A nicely balanced Sol Ring. 8.5/10
F/C/Q: I have a little bit of issue with this baby being called a "trinket", but I understand the reference, and it's ok. The flavor text is a little cliche, but points out the facts of the card. The creativity shines here, as not only have you created a card that (I feel) fits the round requirement, but you've opened up a window that allows the inspiration for the round to be
abused, too. With no acceleration, an opening hand of land, land, land, Serra Avenger, 2x Sol Trinket, and [foo] gives you quite the nice3rd"4th" turn. I don't see any quality issues. 8.5/10Total: 22/25
Balance: This puppy is sick, no doubt about it, but how sick is it? 4th turn it accelerates you to 5 mana (always assuming that you don't accelerate your mana otherwise). But it's legendary. But it has that opening hand clause. But that clause is heavily restrictive. But the yogurt comes with free sprinkles. But the sprinkles are also cursed. *sigh* It's a hard call for me. In legacy, Crop Rotation LOVES this, as turn two you have a very nice mana base...but there are more dangerous things in legacy than this. On the other hand, compare it to Temple of the False God. Granted, that was uncommon, but this produces colored mana, and TotFG essentially "feels" like "This is worthless until your fifth turn." Probably too powerful. 6.5/10
F/C/Q: FTW (Flavor text for the win!) I love the flavor text on this card! It gets you .5 of the elusive 10th point in this category that I rarely give out. Creativity isn't real high, but it's ok. Qualitywise, the first clause seems a little confusing. Compare it to Gemstone Caverns: the Caverns put the card into play, then remove a card...because the removal of cards in hand happens first, I'm not sure if you intend a player using this clause to begin with the Remnants in play and three cards in hand, or the Remnants in play and two cards in hand (I'd assume the latter...I think). Better wording would have been "If ~ is in your opening hand, you may begin the game with it in play. If you do, remove all but two cards in your hand from the game." Also, try to keep the name of the card consistent. I like Remnants over Remains. 7.5/10
Total: 19/25
Balance: The first set of abilities is fine. 7 mana for a 5/4 that wipes all critters with power 4 or less...sure. It's powerful, but it's plausible. I think it's the 2nd ability that gives me fits. In my mind, this can quite easily come down on 4th/5th turn, creating an unfair advantage. Those early turns are when the weenies come out, after all, and the creatures that would normally be destroyed by CotD that you control can just be sacrificed to it to negate the cost. Then, after you've cleared the board with your free mini-Wrath and placed a 5/4 on the table, you use the mana that you didn't spend on CotD to play 1-2 small beatsticks and go to town. Scary. 5/10
F/C/Q: Very nice flavor concepts here. Not much flavor text, but you didn't have much room. I like the skeleton wizard idea; we need more of them in Magic. Creativity is nice; I like the rewording on the 2nd ability so that it doesn't "put ~ into play", but forces you to play it, thus remaining under the avenger restriction. Quality: I think you could have cut down on some words by saying "Sacrifice three creatures, reveal ~ from your hand and remove it from the game face up: Until end of turn, you may play ~ without paying its mana cost." 7.5/10
Total: 17.5/25
Balance: Even coming down on the fourth turn, this is pretty scary. My first thought would be a nice blacksui deck with Dark Confidant and maybe a little additional land destruction. 2nd turn Dark Confidant ensures that you rarely have more life than your opponent early on, turn 4 this comes down (with SwampSwampMountainMountain) in play, and they lose a land at the end of your turn. Their turn they don't lose a land (cause you're tapped out), but thereafter, you can continue stocking your hand and putting out small creatures while keeping them at 3-4 land...or putting all your mana into the War and having them lose TWO land per round (one at the end of your turn, one at the end of theirs. Frickin' ridiculous. There needs to be some sort of balancer, and the Avenger restriction isn't nearly enough. 3/10
F/C/Q: The flavor is nice, but I think it would have made more sense if the wording was "At end of turn, you may pay BR. If you do, each opponent that controlled a source that dealt you damage this turn sacrifices a land." That probably would have been a little more balanced, also. The flavor text works for me, although I'm not positive that it would have issued from Kaervek's mouth...maybe. Creativity is nice, and quality is high. 7/10
Total: 14.5/25
Balance:
If it works,it's very well-executed. The Avenger restriction is very relevant here, and makes the card tick exactly the way a good card should. You can almost always get 6 damage for RR out of this, which isn't overpowered for a rare to the dome, but more importantly, it allows red to play a bit of the control game, since most opponents will make a good attempt to keep 3 open to keep you from playing it (or at least recurring it). I like cards that create mind games. However, note that I began this paragraph with "if it works". I'm under the impression that the triggered ability would say "Hey, it's the beginning of your upkeep, you may play E-BO!" and then the rules would step in and say "Oh, wait, you can't play E-BO because it's a sorcery, and you can't play sorceries during your upkeep." Which makes this a sorcery Lightning Bolt to the dome. A better option probably would have been "At the beginning of your first main phase..." I may be wrong about this, andifI am, SO, I'll adjust the score, but as is....4/10?: 8/10 I still feel that "At the beginning of your first main phase" would have led to less confusion.F/C/Q: The name, flavor text, and ability all go well together, but seem a little uninspired. Creativity is mid-level, but ok. Quality: I'd word the 2nd ability "~ deals 3 damage to target player unless that player pays 3. If that player does, remove ~ from the game." 7.5/10
Total: 20.5/25
Balance: Hmm, rawr. This might well be balanced. The plus side to something like this is that you'll love having the versatility after third turn. The downside is that if you only have these types of lands in your opening hand, you might as well send them back. Those two sides go a long way toward balancing. I almost wonder if maybe you could get away with a whole supercycle of these where you have duallands that can't be played until the 3rd turn, trilands that can't be played until the 4th turn, quadlands that can't be played until the 5th turn, and a painless City of Brass that has to wait awhile to come into play. That's probably taking the idea too far too quickly, but there's merit here. 8.5/10
F/C/Q: While the name and the flavor text don't exactly mesh in my mind (verdant vs. burning/dying in autumn), the flavor text is absolutely incredible. The creativity is mid-range, since it's a dualland with the avenger restriction, but it's still a nice combo. No quality issues that I can see. 8/10
Total: 20.5/25
F/C/Q: Name and flavor text fit and match with the rules text, and I like the concept of an addiction. Creativity is ok and fits black's essence of self-destruction through immediate power. Quality is ok, although I think I would have said "Return target creature card from a graveyard to play under your control and put three time counters on it. It gains Vanishing." 7.5/10
Total: 19.5/25
Balance: She's a beater, that's for sure. The avenger restriction paired with that ultra-fragile tail makes her pretty balanced, even with all the other scariness attached. I don't see any balance issues; if anything, it might be a little over-restricted with the "must attack each turn if able". 8.5/10
F/C/Q: Flavor is simply dripping off this card in spades, although the name bothers me. I'd rather you dropped the comma, making her the "Wrath of the Seven Sins". Flavor text is nice, and abilities match the concept nicely. Creativity is ok, although it feels a little slapdashery in construction...but everything works out ok in the end. Quality: The double dash in the flavor text should be singular; no other issues. 8/10
Total: 21.5/25
Balance: I think it's balanced....Madness outlet with mana production, hard to get rid of, possible combo creator...fun stuff. 8.5/10
F/C/Q: Flavor feels quite nice, but it doesn't really seem to tie in to Chisea, Heart of Oceans, and since there's no flavor text to connect the dots, I'm left with a very minimalist concept that screams with potential, but falls flat before it evokes creativity. Just leaves a little too much to the imagination. Creatively, it's fine. It's odd, but it's fine. Quality, other than the lack of meeting round reqs, is nice. 5.5/10
Total: 14/25
arimnaes: 22/25
Gaervac: 19/25
Mortal Wombat: 20.5/25
Elemental: 22/25
Viroid: 19/25
Echo: 17.5/25
The Orange Mage: 14.5/25
Tahn: 20.5/25
Hyram: 20.5/25
Fion: 19.5/25
Dagger: 21.5/25
moogie: 14/25
Scare R
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block and has "2: Enchanted creature can attack this turn."
"Boo."
Next:
Tarred, feathered, and shoved into the aether.
Blood-Stained Dolmen: Mmm, love the vocabulary builder. The card is pretty well-done, too. No power issues that I can think of...but I'm not the most combo-savvy player, either.
Dark Birthing: I don't know if the cost is quite enough....2 mana seems awfully cheap to lose a token creature and get a Zombify. After all, the Standard comparisons would be Zombify, Dread Return, and Vigor Mortis. Now, those last two are slightly more expensive (with the double :symb:), due to their added effects, but still...I'd say that your cost needs to be 2B or BB (maybe), or say "Return target creature card from your graveyard to play, then sacrifice a non-token creature."
My Card:
Tiny Infiltrator U
Creature - Insect
Flying
Whenever Tiny Infiltrator deals combat damage to a player, remove it from the game. If you do, as long as Tiny Infiltrator is removed from the game, that player plays with the top card of his or her library revealed.
1/1
Grehk yawned and swallowed a spy.
Enchantment - Aura
Enchant creature
When ~ comes into play and at the beginning of each turn, enchanted creature's toughness becomes 1.
Enchanted creature has haste and gets +4/+0.
Next: Speck of Rust
To 1W
Instant
Until end of turn, whenever a spell or ability could target target creature, it must. Draw a card.
//
Fro 2WW
Instant
Remove target spell that targets only you from the game, then play it without paying its mana cost. Draw a card.
Ok...that might be rough to fit on a split card, but hey. By the way, found out that "fro" is an obsolete form of "from", also meaning "back".
Next:
Airtiller
Golem's Skull 3 <--------Name modeled after the artifacts that gained you life.
Artifact
As ~ comes into play, choose a color.
Whenever a player plays a spell of the chosen color, target player loses 1 life and you gain 1 life.
That way, whenever your opponent plays a spell of the chosen color, you drain for 1...and whenever YOU play a spell of the chosen color, you also get to drain for 1 (instead of losing 1 life, then gaining 1 life, getting nowhere). This allows the card to be a color-punisher (for your opponents), a color-rewarder (for you), or both if you and your opponent share a color in your decks.
Bribe the Masses 4UUU
Sorcery
Choose target player. He or she reveals his or her library and each player, starting with you in turn order, removes a different creature card revealed in this way from the game. The chosen player chooses one of them, and you put all other cards removed from the game by Bribe the Masses into play under your control.
Any suggestions for more succinct wording? It fits, but barely, and there's lots of flavor text opportunity.