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  • posted a message on Leak- Potential Nissa Zendikar Rising PW Card
    Let’s say it’s turn 6. You cast this spell, maintain priority, play a land, maintain priority, and slam down a 6 drop without paying its mana cost, without letting an opponent counter it, and while giving it a couple of counters.

    Only problem here is that the landfall trigger has to resolve, so you can't hold priority like that.
    Posted in: Speculation
  • posted a message on [JMP] Goblins, Smashing, and Rogues— The Vorthos Cast previews
    Quote from Xcric »
    Can also poop out kiki jiki to do it twice in one turn


    Kiki-Jiki, Mirror Breaker can't target him, sadly.

    But this guy is nuts. Gotta wonder, what deck building differences are there between this guy and Krenko, Mod Boss?
    Posted in: The Rumor Mill
  • posted a message on [M21] Carrion Grub— CobaltStreak preview
    Quote from Flisch »
    As much as I appreciate the keywording of "mill", I can't help but feel that the word choice is really awkward. It's magic slang that only makes sense if you know the history behind it but in a vacuum it means nothing.

    This is actually the reason it took so long to keyword. The developers didn't want to use a magic slang term, but any term they did use ended up being unaccepted, precisely because players referred to the action as 'milling.'

    I suspect that the reason we're getting it now is the same as us getting a squirrel in the last set - the people in charge that nix'ed it in the first place aren't there anymore, and no one there now objected to it. Or they finally just gave up and decided to use 'mill' as the term.
    Posted in: The Rumor Mill
  • posted a message on Bag of Holding (Saving Throw Show Preview)
    Quote from Raptorchan »
    How does it work with Madness? Since Madness forces you to discard into exile, it still works... Right?
    Since a card with Madness goes into exile when discarded, this won't interact with them at all. Even if you don't cast it, since the card went to exile first, it would lose track of it.

    This is because it exiles as a trigger, not as a replacement.
    Posted in: The Rumor Mill
  • posted a message on Repeated Reverberation
    Quote from Taleran »
    Quote from leslak »
    Quote from Taleran »
    Like Doublecast goes infinite with Ral, Storm Conduit

    Prety sure it is not acutate. Ral’s minus copies the next cast spell, both spells do the same. None goes infinite because you don’t copie twice the copies (as they are not cast and instead created in the stack). The only way to go infinite with ral is instant speed copy spells because they need to have a target first (another spell like opt or shock) and they need to keep copying each other (creating copies that will copie the copie spell for as long it takes).


    Right it needs a 2nd copy spell to pop off.

    The way it works is that you activate Ral, then play this. Ral's trigger copies this, then you let the copy resolve. You respond with Expansion, targeting the original spell. This thing's trigger copies Expand (twice, but that doesn't matter), and you have the copy Expand target the original, going into infinite copies.

    Yeah, it's a bit convoluted, but I've seen a deck based around it. Not saying the deck was good, but it works.
    Posted in: The Rumor Mill
  • posted a message on Allied Color Experience Legendaries
    A note on Ashenbraids: the "or more" wording will only apply when someone uses a spell that transforms multiple cards at once. Any cards transforming due to their own effects are going to occur one at a time, so if you control 3 other werewolves that transform on your upkeep - even transforming into human form - you'll end up gaining 3 experience counters.
    Also, it's transformed effect should be an end-phase timing, or it will (almost) never do anything. As written:
    At the beginning of each player's upkeep, Ashenbraids deals damage equal to the number of experience counters you have to each opponent that has cast two or more spells this turn.
    It counts the spells this turn. Right as the turn starts.

    Zul seems a bit too focused - you get experience by countering spells, and the reward is being able to counter spells? All the other experience commanders give you a reward that allows you to progress the game. This just eventually grinds the game to a halt.
    Posted in: Custom Card Creation
  • posted a message on A Transforming Clone
    Someone was talking about how a token copy of a transform card interacts (not well), and it made me think of this.

    Themed to be on Innistrad
    Mimicking Trickster 3UU
    Creature - Shapeshifter
    As ~This~ enters the battlefield, choose a non-land permanent. ~This~ enters the battlefield as a copy of that permanent, except it gains "When this card is put into a graveyard from the battlefield, return it to the battlefield transformed.
    0/0

    Trickster's Curse
    Enchantment - Aura Curse
    Enchant Player
    As this card transforms into ~This~, attach it to a player.
    Enchanted player can't cast spells that share a name with a permanent they control or card in their graveyard.

    It might need to cost more, or have a way to get out of the lock (Upkeep- sac a permanent or exile card from grave?)

    The reason for the transform clause is because if it copies a card that can transform, it will be able to transform to this side (it wouldn't gain the original card's alternate side). Or maybe it shouldn't have that, and just go to the graveyard if it transforms.
    Posted in: Custom Card Creation
  • posted a message on Avatar of Resolute and Pelt Collector combo
    If both creatures had triggered abilities, this would work. However, Avatar of the Resolute has a replacement ability (denoted by the lack of a when, whenever, or at in the text). This means that it checks the game state right before it enters in order to determine how many counters it has. Thus, there won't be any counters on the Pelt Collector, so it won't get any counters in the case you gave.
    Posted in: Magic Rulings
  • posted a message on Banding and, "Can't be blocked by more than one creature"
    Blocking restrictions only apply to the individual creature in a band. After all blocks are declared, any creature in the band becomes blocked by any creatures blocking anything in the band. The blocking restrictions don't apply at that point. The most common instance of this showing up is when a flying creature is banded with a creature without flying.

    TL,DR: No, the blocking restriction won't apply to the whole band, just that creature, and will be overridden by the banding effect after the blockers are declared.
    Posted in: Magic Rulings
  • posted a message on Boros Mythic (in Japanese)
    The reason for the indestructible clause is obvious. This isn't instant to play it on an opponent's turn. You use this during a suicidal alpha strike to blank your opponents trades and give yourself a second wave.

    This can also combo better with other cards than just an extra combat step. You'll get to untap all your stuff, allows additional attackers that you cast after combat to come in on the final wave, and any upkeep triggers can be added on. If we get any effect that gives an extra combat step in this format, it could get quite nuts (Note that the only two cards that do that in Standard right now are rotating out).

    This card is going to make combat against Boros decks a nightmare. If you try to trade with their attackers, you could end up just dying to this. I'm not going to call this a money card for the set, since it relies on turning guys sideways to work, but expect it to be the kill card of any aggressive deck with Red and White.
    Posted in: The Rumor Mill
  • posted a message on Another Were-Commander idea
    I tried making some werewolf commanders a while back, and another one just came to me:

    Argus, the Hunt Caller 2RG
    Legendary Creature - Human Werewolf Shaman
    If another Human Werewolf you control would transform, instead search your library for a Human Werewolf creature card and put it in your hand.
    When you control 5 or more other Human Werewolves, transform ~This~, then transform all other Human Werewolves you control.
    3/5

    Argus, the Hunt Leader
    Legendary Creature - Werewolf Shaman
    Non-Human Werewolves you control have Trample and Haste.
    Other Non-Human Werewolves you control can't transform.
    When you control less than 5 Werewolves, transform ~This~.
    6/5

    The idea is that the leader can break the normal transformation requirements for Werewolves, but has his own requirement of summoning a pack. When the pack leaves, the power wears off.

    By making it care about the number of Werewolves you control, I figured it would be useful for a swarm deck.
    It could also call them from the graveyard, which due to the low number of werewolf cards would make it more useful in a deck with a low number of werewolves in it. I considered making the switch back an upkeep trigger, but I wanted the first switch to be immediate, so making them both immediate keeps his consistency.

    And yes, the transformation replacement gets 1 werewolf from the deck for each of your werewolves that tries to transform.

    Alternatively, he could just tutor up 1 werewolf on each of your end phases while stopping transformation.

    The human stat line 3/5 was meant to make him defensive at first, while the 6/5 on the flip side requires you to have 5 other werewolves to reach, making it a decent reward for waiting.
    Posted in: Custom Card Creation
  • posted a message on Buildings, an Artifact alternate to Land Auras
    Had a long discussion of a construction project over dinner, and this idea came to me.

    Idea
    Artifact - Building
    TYPE Construction

    Rules: Building is a new subtype of Artifacts. All Buildings have the keyword Construction, often preceded by a Subtype or Supertype.

    Buildings function identically to Auras, with TYPE Construction replacing the Enchant TYPE. The key difference is that they can only target Lands you control.

    If the TYPE isn't there, the card can be attached to any land you control.

    Since this piggybacks off of how Auras work, basically all other rules required for these to work already exist; i.e. if a Building is put onto the battlefield without being cast, you may attach it to any legal land you control, even if it has Shroud.

    Why
    The first question that I can see being asked is "Why do something that Enchantments can already do?" The quickest answer I have is "There are plenty of effects in Magic that are just a more limited version of an effect that already exists. Why not do a flavorful alternative to auras?"
    The mechanic also interacts with colors a bit differently. Only going on Lands means that the most common problem with auras, the target going away in response, will almost never happen. Being artifacts gives Red and Blue a chance for beneficial interactions with them, when Auras would almost certainly be in Green and White. Since the idea of colored artifacts is old news now, there can be two ways to color-restrict effects, with either the card having a colored cost, or the Construction target being a specific land type.

    Examples
    Rallying Fort W
    Artifact - Building
    Plains Construction
    When Constructed land is used to cast a Creature spell, put a +1/+1 counter on another creature you control.
    (Note: This is a wording that wouldn't be used right now (it would say something about mana produced by the land) but makes it shorter)

    Tunnel Project 3
    Artifact - Building (R)
    Basic Construction
    4,T, Sacrifice Tunnel Project: Put a Tunnel counter on Constructed Land. It gains "T: Target creature without flying can't be blocked this turn

    Elven Outpost 1G
    Artifact - Building
    Non-Forest Construction
    Whenever Constructed Land is tapped for mana, add GG.

    Usage
    I don't think this has too much design space. Having this as a mechanic for a set or two, showing up on a single plane, might be enough.
    I wasn't trying to think of a deep, evergreen mechanic. I just was trying to wrap my head around an idea thought up at dinner.
    Posted in: Custom Card Creation
  • posted a message on Signature [Type], a keyword for Commander 20XX
    The Partner keyword in the Commander box sets was an interesting way to interact with the command zone (How successful it was can be a matter of opinion). It got me thinking - what if there was a way to do that, but to allow non-creatures as a second commander? The idea changed a bit over time, and I ended up with this:

    Signature [Type] (At the beginning of the game, if this card is your starting commander, search your deck for a [Type] card and put it in the command zone. Treat that card as an additional commander this game.)

    Rules:
    a. The additional card is treated as a commander in all regards. Each time it is cast from the command zone costs an additional 2 per previous cast. If it would go into the hand, graveyard, library, or exile zones, instead its owner may put it in the command zone. If it is ever a creature on the battlefield, its combat damage counts as commander damage from it.
    b. Since the card is chosen at the start of the game, it must legally be part of the deck during deck construction. It cannot add allowed colors to the deck creation.
    c. If multiple players have a commander with this ability, each card is revealed at the same time.
    d. If a card with this keyword is chosen this way, it's instance of the keyword has no effect.

    A couple examples (Names are just to add a concept, the don't fit in any story. Cards aren't balance tested)
    Garruk, the Sparkless 2BG
    Legendary Creature - Human Warrior
    Menace
    Signature Creature
    As long as you control a second commander, [This] and that creature get +3/+3 and have Trample
    4/4

    Might have some wording issues there, but as an example it works
    Glinn, Izzet Manamancer 3UR
    Legendary Creature - Goblin Wizard
    Signature Sorcery
    Sorcery spells you cast cost 2 less to cast.
    T: Put a Sorcery card from your command zone into your hand.
    2/4
    Havana, Master Enchantress 2WW
    Legendary Creature - Human Druid
    Signature Enchantment
    XWW: Put a copy of an Enchantment card in your command zone onto the battlefield. X is that card's converted mana cost.
    0/5


    A note about the keyword's use:
    Lands would not be used. Being able to tutor any land you want at the start of the game has potential to be overly broken, and there's the question about how the commander tax would be used.
    Planeswalkers would only be used on a VERY special legendary creature. Having a walker you can pull in to help you at will is hard to justify flavor-wise.
    A card could have multiple instances of the keyword, but like the examples I gave, it should interact in some way with the card(s) chosen at the start of the game - this is the signature trick of the character, it should get some bonus for using it.

    An early version of this I came up with had the card being part of deck creation, but that either allowed for making a signature spell that wasn't in any of the creature's colors, or made having it part of the deck construction supurfluous since it had to follow the color rules of the rest of the cards. Having it chosen at the start of each game also gives the user a way to grab a 'silver bullet' for their opponent out of their deck.
    Posted in: Custom Card Creation
  • posted a message on Potential Were-Commanders?
    GDS3 got me thinking about how we don't have a very good Legendary Werewolf to use as a commander. As it stands, we only have Ulrich of the Krallenhorde as a Legendary Werewolf, and as he wants to keep flipping back and forth, unlike other Werewolves, he doesn't bring a deck together around him.
    So here's a few ideas I came up with. NOTE: These wouldn't all be printed, so there's no concern about them interacting with each other.
    Ramus, the Hunt Caller 3RG
    Legendary Creature - Human Werewolf
    Whenever this creature enters the battlefield or transforms into Ramus, the Hunt Caller, search your library for a Werewolf card and put it into your hand.
    At the beginning of each upkeep, if no spells were cast last turn, transform Ramus, the Hunt Caller.
    4/4

    Ramus, the Hunt Leader
    Legendary Creature - Werewolf
    Wolves and Werewolves you control have Haste and Trample.
    Whenever this creature transforms into Ramus, the Hunt Leader, you may put a Wolf or Werewolf card in your hand onto the battlefield, then transform it.
    At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ramus, the Hunt Leader.
    6/6
    Kina, the Awakener 1RG
    Legendary Creature - Human Werewolf
    Whenever another Werewolf enters the battlefield under your control, transform it.
    At the beginning of each upkeep, if no spells were cast last turn, transform Kina, the Awakener.
    2/2

    Kina, the Woken
    Legendary Creature - Werewolf Shaman
    Whenever another Werewolf enters the battlefield under your control, transform it, then put a +1/+1 counter on it.
    Non-Human Werewolves you control can't transform.
    4/4
    Lenarin, the Hound Master 4RG
    Legendary Creature - Human Werewolf
    Whenever a Werewolf enters the battlefield under your control, create a 2/2 Green Wolf creature token.
    At the beginning of each upkeep, if no spells were cast last turn, transform Lenarin, the Hound Master.
    4/4

    Lenarin, the Pack Master
    Legendary Creature - Werewolf
    Other Wolves and Werewolves you control get +1/+1.
    Whenever a Werewolf enters the battlefield under your control, transform it, then create a token that's a copy of it.
    At the beginning of each upkeep, if a player cast two or more spells last turn, transform Lenarin, the Pack Master.
    6/6

    I don't think all these cards are balanced (in fact, I think the third one is poorly costed for a proper Werewolf deck), but I figured I'd get my ideas down and show them off.
    Posted in: Custom Card Creation
  • posted a message on Banned and restricted list updates
    Oh my god, how many banned cards there in standard now? Haven't we broke a new record?

    Nope. Back in original Mirrodin standard we got Ravager-Affinity banned for 8 cards, plus Skullclamp made the format a 9-banned-cards Standard
    Don't know if Urza block beat that, wasn't playing at the time.
    Posted in: The Rumor Mill
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