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  • posted a message on Shared uncommons for Rogues, Warriors, Elves, and Elementals
    These are all neat and pleasantly uncommon.

    I suggest using the clarified wordings though i. e. vigilance plus "Each other creatures that is <foo> <has benefit>" for static abilities.

    I don't know why the blue creature's ability is not a triggered ability (but a static ability granting triggered abilities), when the red and green are. The clarified wording for triggered abilities is "When ~ or another creature that is <foo> <does the thing>, <effect>"
    Posted in: Custom Card Creation
  • posted a message on The Guildpact Council
    Quote from Manite »
    In a random order, sure. The return effect still needs to be separate since the cards are being returned to a hidden zone.

    How would that be a problem with the wording I provide?
    Posted in: Custom Card Creation
  • posted a message on Marcus, Sturmhammer, and Galanda - RW Warrior Legends for Commander
    Quote from Manite »
    "Otherwise" is used all the time on card templating. Just search "otherwise" in rules text on Gatherer.

    Yeah, "otherwise" is used all the time, when it is appropriate. It isn't here. Read your card. "Otherwise" means "in case the 'if'-case doesn't apply" while "if you don't" means "if you don't perform the action". So for your card that means "otherwise" means "if it isn't an Equipment card" and "if you don't" means "if you don't reveal a card and the rest".

    Do you see the problem now? "If you do not reveal the card" is easily checked in all cases, because either you reveal it publically or you don't reveal it publically. But if you don't reveal the card there are two possible cases: A) You have not looked at an Equipment card and hence weren't allowed to reveal it; B) You have looked at an Equipment card but declined to reveal it (maybe because with revealing it would have come putting it into your hand and a large hand-size in the game state is unadvisable). Since you necessarily did not reveal the card the cases are generally indistinguishable by other players and logistically "if the card wasn't an Equipment" cannot be proven.

    If you want to use "otherwise", you'll need to always reveal the Equipment. If you want to keep the two-step process to keep the card outside of public knowledge, you'll have to not use the public knowledge as a condition in the 'else'-case and check another condition e. g. whether the dependent action was taken. Hence "If you don't".
    Posted in: Custom Card Creation
  • posted a message on Marcus, Sturmhammer, and Galanda - RW Warrior Legends for Commander
    "Otherwise" on Sturmhammer needs to be "If you don't".

    Galanda is pretty meh. The card overall doesn't fit the flavor of the character. Galanda kills feuds not people.
    Posted in: Custom Card Creation
  • posted a message on GUR Elemental Legends for Commander
    Quote from Manite »

    NAME, Maelstrom Wanderer XGUR
    Legendary Creature — Elemental
    Cascade, haste
    ~ enters the battlefield with X +1/+1 counters on it for each spell you've cast this turn.
    For each card type, the first spell you cast this turn of that type gains cascade.
    Whenever you cast a spell without paying its mana cost, put a +1/+1 counter on ~.
    0/0

    Needs clarification whether casting my first artifact creature a turn means it has cascade once or twice. I'd go with "If you cast a spell that shares no card type with a spell you have cast before it this turn..."
    Posted in: Custom Card Creation
  • posted a message on The Guildpact Council
    Quote from Manite »
    And finally, ~ has a new ability that shuffles all cards exiled with it into their respective owners' libraries if it leaves the battlefield. That's right, if. Not when. It isn't a trigger, it's part of the "leaves the battlefield" event. Whether your opponent destroys it, bounces it, exiles it, etc., you get your exiled cards back. No countering it, no replacing it, no shenanigans.

    The word you were searching for is "as". And in theory there might be shenanigans, but no canon card comes to mind.

    You could actually also word it as part of the first ability: "... exile it until ~ leaves the battlefield, then shuffle your library. An exiled card is shuffled into the library as it is returned to it." With a rules update the last part could turn into reminder text, maybe.

    A note on that: Would you be opposed to just putting the legendaries on the bottom of the library for ease of use?
    Posted in: Custom Card Creation
  • posted a message on Eminence commanders for Rogues, Warriors, Elves, and Elementals
    Quote from Manite »
    NAME, Thief Ringleader 2UB
    Legendary Creature - Human Rogue
    Eminence - As long as ~ is in the command zone or on the battlefield, other Rogues you control have skulk.
    Skulk, hexproof
    Whenever a Rogue you control deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled.
    2/3

    Counterproposal:

    NAME, Thief Ringleader 2UB
    Legendary Creature - Human Rogue
    Eminence - Whenever a Rogue you control deals combat damage to a player, if ~ is in the command zone or on the battlefield, exile the top card of that player's library face down. You may look at that card for as long as it remains exiled.
    Skulk, hexproof
    You may play cards exiled with cards and permanents named ~.
    2/3

    Marcus, Warrior King 3RW
    Legendary Creature - Human Warrior
    Eminence - As long as ~ is in the command zone or on the battlefield, other Warriors you control have battle cry.
    Battle cry, haste
    Whenever ~ attacks for the first time each turn, untap all Warrior creatures you control. After this phase, there is an additional combat phase.
    3/3

    Battle cry seems too strong to grant en masse with eminence.
    Queen Taladriel 3WBG
    Legendary Creature - Elf Druid
    Eminence - As long as ~ is in the command zone or on the battlefield, other Elf creature spells you cast have convoke.
    Convoke
    At the beginning of your end step, each opponent loses life equal to the number of tapped Elf creatures you control and you gain that much life.
    3/3

    Convoke and the use of "other Elf creature spells" makes this less problematic than the version granting mana abilities. I'd shorten it to "other Elf spells" though.

    The Stormsire XGUR
    Legendary Creature - Elemental
    Eminence - As long as ~ is in the command zone or on the battlefield, other Elemental creature spells you cast have cascade.
    Cascade, flying, trample, haste
    Each Elemental you control enters the battlefield with an additional +1/+1 counter on it for each spell you've cast this turn.
    3/3

    Hey, you are doing the 2-2-3-3 thing. Smile

    Cascade is pure card advantage and too free on eminence. Once again I'd skip the "creature" in "Elemental creature spells".
    Posted in: Custom Card Creation
  • posted a message on Your Wish is My Command
    I immediately think: "I want three wishes though!" But I get that it's also a Command, so two modes out of four is customary as well. It's neat. The hard cast could be a little cheaper, I wager.
    Posted in: Custom Card Creation
  • posted a message on Queen Taladriel, Sari, and Myczil - WBG Elf legends for Commander
    Quote from Manite »
    Queen Taladriel 2WBG
    Legendary Creature - Elf Queen
    Eminence - As long as ~ is in the command zone or on the battlefield, other Elves you control have "T: Add one mana of any color."
    At the beginning of your end step, each opponent loses life equal to the number of tapped Elves you control and you gain that much life.
    1/4

    That's not the design I expected to see after writing that the No Mercy-effect is fitting, but the mana ability granting has rules/complexity issues. In direct comparison I can say I still like the No Mercy more thematically. It's also nice to have a nontribal ability in addition to the eminence ability to give the commander an additional dimension, so this seems like a step backwards.

    Since you mention that Elves already like to get tapped (for attacking, activating abilities etc.), how about you make that new tribal ability (or something based on it) the eminence ability - if it's straight up too much, you can always tack on a mana cost. "Elves you control have extort." does feel unseelie.
    Posted in: Custom Card Creation
  • posted a message on Arkul, the Bloodforger
    I don't feel the "reveal until condition" plan here. There is always a chance of abuse with playing few specific Equipments and the abilities take too many reveals etc. Sometimes it works e. g. cascade, which doesn't have too specific requirements. Here though I feel a more straightforward "reveal the top X cards"-style ability is better - or straight tutoring if necessary.

    Overall the card feels a little too much like soup. Let's give it lifelink to get back the paid life. Let's also throw on vigilance and haste, too (because more keywords are always better, I assume, and we need to justify those colors).

    I'd like to see what you would do with the concept if you were tasked with some additional restraint e. g. cutting the current nine lines of card text to six or seven. What would you keep, because it is essential to the design and what would you cut with those restrictions? What keywords are valuable if one of them counts against that restriction as a line of text?
    Posted in: Custom Card Creation
  • posted a message on Fixed Miracle
    Does this trigger only if it is the top card of your library as it gets revealed, or also from e. g. as second card from Satyr Wayfinder? I assume it triggers when revealed as first card from Satyr Wayfinder.

    Effects that reveal a card often do something with the card - and sometimes put them in a random position on e. g. the bottom of your library. Since a triggered ability only enters the stack after the revealing effect has entirely resolved you won't always know where the card with miracle is by the time the trigger resolves - even shuffling your library in response to the triggered ability going to the stack will cause such a problem. How do you suggest handling this problem that every single triggered ability from a nonpublic zone has?

    I once put miracle and clash together, so if this can be made to work logistically in the first place I'd suggest testing whether it is fun with the existing clash cards - though revealing a card from your opponent's library may be a liability there. Grin
    Posted in: Custom Card Creation
  • posted a message on Queen Taladriel, Sari, and Myczil - WBG Elf legends for Commander
    Quote from Manite »
    These legends are designed for a WBG Elf tribal commander deck. The deck's three major subthemes are counters, tokens, and graveyard interaction.

    Queen Taladriel 2WBG
    Legendary Creature - Elf Queen
    Eminence - As long as ~ is in the command zone or on the battlefield, other Elves you control get +1/+1 and have "T: Add one mana of any color."
    Whenever a noncommander creature deals combat damage to you, destroy that creature. You may put an Elf creature card from your hand onto the battlefield.
    1/4

    Each of C17's Eminence legends focused on the core of their tribe's identity. Arahbo pumps your Cats, Inalla creates copies of your Wizards and lets you tap them to hurt opponents, Edgar creates Vampire tokens and puts +1/+1 counters on them whenever he attacks, and The Ur-Dragon makes your Dragons cheaper, draws you cards whenever your Dragons attack, and lets you cheat permanents onto the battlefield. Queen Taladriel here pumps your Elves and gives them a mana tapping ability. Furthermore she punishes creatures for hurting you by destroying them, and can cheat an Elf onto the battlefield while she's at it. Mess with the Queen at your own risk!
    No Mercy is an interesting effect on royalty, but that +1/+1 bonus on the eminence ability really didn't take much effort.

    It's also striking that the mana ability really is at odds with the free Elves ability. I don't even know why those free Elves are there. They just heap on top of the already potent effect the triggered ability provides. There is certainly tension between the "go wide" or "go tall" sentiments here.

    Fun fact: You need to use those mana abilities before casting the Queen if you want to use them, because eminence does not work from the stack. Or actually that's an un-fun fact. I'd argue against using the granting of mana abilities as part of your static eminence ability before someone uses Mana Leak to ruin someone's day.
    Posted in: Custom Card Creation
  • posted a message on Gerrard Capashen, Hero of Legacy
    I really like the reference to Master of Arms and pre-6th rules. The combination with additional combat phases is logical. Maybe a bit cheap, but certainly worthwhile combination with itself.
    Posted in: Custom Card Creation
  • posted a message on Morph Commander
    The upkeep ability is sweet - both enabling your morph-triggers and working as edict against opponents.

    Morph on a commander is neat for cost reduction, but could also make for a neat rattlesnake design e. g. "When ~ is turned face up gain control of target creature attacking you."

    Morph could also be used to make the design modal e. g. an ETB effect vs. morph-trigger or X cost on only one of the two.
    Posted in: Custom Card Creation
  • posted a message on MtG ‘Might’ Double in Team Size
    It would be entirely silly to accelerate Standard even more. After their recent experiences with changing rotation during the switch to 2-set blocks etc. they also should be aware that Standard rotation cannot handle too much alteration - and they know that they cannot indefinitely increase the size of the card pool. But they sure can create more product lines. Brawl decks are already small Commander bonus releases and we get an experimental booster product + Commander annually. They could go deeper into the supplemental sets.

    I see them creating a brand new competitive parallel format before messing to the degree of an additional set to Standard.
    Posted in: The Rumor Mill
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