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  • posted a message on Howl of the Horde
    Quote from fluxje »
    Some rule guru needs to say if this is for all the other spells you cast this turn, or just the next one.
    If the former is the case, this has the potential to be the next most broken storm enabler out there, it would basically function as a pyromancer ascension for that turn.

    If the latter is the case, what happens if you chain two of these in each other with the raid trigger, does your next 3 spells that turn get trippled effects?


    The latter. The spell says "When you cast your next instant or sorcery spell this turn...," which means it sets up a delayed trigger for the next spell only.
    As for the result, the second one would get copied by the first twice, for a total of 3 of them. They would all trigger off the next spell, causing 9 7 copies of that spell (three for each of the three howls)

    EDIT: Wow, I can't do calculations today. I'm not normally that bad at math. See proper amount two posts down
    Posted in: New Card Discussion
  • posted a message on Platinum Monarch
    First, I'd like to say I love the idea of the victory inversion. The concept is good, and as a 10 drop creature with no protection from removal, it seems fair.

    The problem is that, like others have said, it combos too well with life payment methods. Any repeatable life payment as a cost turns into an instant win with this on the field, and not just instant-speed. The moment this hits the field and the stack is empty, all it takes is the aforementioned Wall of Blood or anything else to reduce your life total to 0. This action can be done without passing priority, just responding to each life payment by doing it again. Once you hit 0 life, state-based effects will try to kill you without anyone getting to respond, which will result in your opponents losing instead. The issue isn't that the win inversion is unfun or unfair, it's that it allows no response if this hits the field before you can win.

    I don't think the card needs an 'upkeep' timing to work better, though. How about removing it from working off of the game-rule loses (0 life, draw empty deck, 10 poison) and only have it affect other spells and abilities? That would allow it to shut down any 'cheap' win spells, while still allowing combos with something like Door to Nothingness (target yourself) In effect:

    Platinum Monarch ? mana
    Creature - Construct
    If a spell or ability would cause you to lose the game, you win the game instead.
    If a spell or ability would cause an opponent to win the game, they lose the game instead
    ?/?

    This also gives it a similar effect to Platinum Angel while being its own unique effect.
    Since the effect is also less likely to come up in a game, it could possibly cost less to make it a viable creature to use without trying to combo. Maybe a 6/6 for 6? That seems to be common for powerful artifact creatures now.

    PS: Cards that could make the original an instant win - Blood Celebrant, Carrion Howler, Cavern Harpy, Deepwood Ghoul (even life total), Crovax, Ascendant Hero (even life total), Ethereal Champion, Griselbrand (at multiple of 7), Hibernation Sliver (at even life total), Kuro, Pitlord, Marrow Bats (at multiple of 4), Martyrs' Tomb, Mischievous Poltergeist, Necropotence, Phyrexian Colossus (at multiple of 8), Selenia, Dark Angel (even life total), Shadowcloak Vampire (even life total), Soul Channeling (even life total), Souldrinker (multiple of 3), Spatial Binding, Treasonous Ogre (multiple of 3), Unspeakable Symbol (multiple of 3), Volrath's Dungeon (multiple of 5, see oracle text), Wall of Blood, Yawgmoth's Bargain
    Oh, and Channel
    Not too many playable cards there, but reanimator does like a few of them, and that's all it would take.
    Posted in: Custom Card Creation
  • posted a message on Two Wedge Cycles - Monohybrids and Keyword Holders !
    It's so rare that I see a post with 10 cards in it that are all perfectly fine as commons. Well done on all the designs.

    Just a single nitpick on one of them:

    Lumian Aerotinker RWU
    Creature - Human Artificer (C)
    When Lumian Trinketmage enters the battlefield put two artifact tokens into play under your control.
    Sacrifice a Artifact: target creature gains haste and flying until the end of turn.
    3/2

    After seeing the landmines in M15, artifact tokens are perfectly fine. Tokens that do nothing on their own is odd, but the wedge mechanic seems to take care of that problem. The only issue I have is that they should have some sort of name. Otherwise, the token would just be called "Artifact," which i feel would undercut the flavor a bit. Flavorwise, what are the tokens supposed to represent? Just looking at this card makes me think "Scrap Metal," but other cards might contradict that. A good name for the token would make for a great flavorful connection between the cards that use this mechanic.

    And no, I don't think the mechanic needs a name. If you want to give it an ability word, put it on the token creation effect, but not all mechanics need such a name.

    EDIT: I'd love to see more blessings, and cards that interact with them. Nice name for an aura on a player that is beneficial.
    Posted in: Custom Card Creation
  • posted a message on Izzet Mechanic: Catalyst
    Interesting effect. A nice instant/sorcery version of convoke, with the downside of only working once, and the upside of helping any creature spell. Seems balanced, as long as the spells it is on aren't too pushed compared to a baseline.

    Nitpick on reminder text:
    (Then exile this card. While this card is exiled, it can help cast a creature spell. Putting this card in your graveyard while casting a creature pays for 1 or one of this card's colors.)
    No functional change, just fixed the wording a bit. Card's colors can be represented at the end as you had it.

    As for the cards themselves:

    Foreseen Summoning 1UU
    Sorcery (C)
    Draw two cards.
    Catalyst (then exile this card, it can help cast a creature. Putting this card in your graveyard while casting a creature pays for 1 or U.)

    Divination sees some play, but is overshadowed by more than enough to make this fair.

    Spark Rush 1R
    Sorcery (C)
    Spark Rush deals 2 damage to target creature or player.
    Catalyst (then exile this card, it can help cast a creature. Putting this card in your graveyard while casting a creature pays for 1 or R.)

    Such a weak shock... It might even be fine as an instant. Would need some testing.

    Wizard Capacitor 1U
    Creature - Human Wizard (C)
    Charged - 2U: Draw a card. Activate this ability only the turn Wizard Capacitor entered the battlefield.
    1/3

    While the keyword is fine... I don't see how this has much synergy with the Catalyst mechanic. Sure, the spell is cheaper since you can use the built up spells to play it, but those can't help you pay the charged ability. Maybe it's just that your example is bad. I could see it working on a high cost creature with a lower cost on the Charged effect. A direct synergy would just be multikicker.
    Posted in: Custom Card Creation
  • posted a message on White enchantments
    Ancestor's Song 1W
    Enchantment
    Flash
    Creatures you control get +1/+1
    At the beginning of your upkeep, sacrifice Ancestor's Song unless you pay W.

    Interesting design. A deck that would best abuse a cheap anthem effect wouldn't want to tie up mana in it. I'd love to see playtesting with this card.

    Barriers of Tyrnam 2WW
    Enchantment
    Untapped creatures you control get +0/+2.
    Whenever a creature you control attacks, it gets +2/+0 until end of turn.

    I honestly think I've seen this exact effect before on a real card. I don't think Glory of Warfare is too broken, so this should be fine.

    Vigil's End 1W
    Enchantment
    At the beginning of your upkeep, sacrifice Vigil's End unless you tap an untapped creature you control with vigilance.
    Creatures you control with vigilance don't untap during your untap step.
    Creatures can't attack you as long as you control an untapped creature.

    Thats... different. I find the flavor somewhat off, though. It locks down your vigilance guys, and rewards you not attacking with something that doesn't have vigilance. Would really need to see the format to judge this card.

    Braid of Sunlight 1WW
    Enchantment - Aura
    Enchant creature
    As ~ enters the battlefield, choose a color.
    Enchanted creature has protection from the chosen color and creatures not of the chosen color get +1/+1. This effect doesn't remove Braid of Sunlight.
    Indelible (If this aura isn't enchanting a permanent, it is no longer an aura and loses all enchant abilities. It remains on the battlefield.)

    Harkens back to the old spells that had white hating on a specific color. Since you choose it each time, it should be okay.
    Also, is Indelible a keyword you came up with? I love it.

    Call to Vote 4WW
    Enchantment
    At the beginning of your upkeep and end step, if no Citizens died this turn, put two 1/1 white Citizen creature tokens onto the battlefield.

    So, each turn you get 4 Citizen tokens, unless you have to wipe the field. At that cost, seems fine.

    Tea Leaf Ceremony W
    Enchantment
    You may look at the top card of your library.
    Sacrifice Tea Leaf Ceremony: Reveal the top card of your library. If it's a Plains card, put it into your hand. Otherwise, put that card on the bottom of your library.

    Simple effect, interesting flavor. I'd like your exact reason for the name, for some reason I can't picture it. Otherwise, great card.

    Heavenly Host 8WW
    Enchantment
    When Heavenly Host enters the battlefield, put three 4/4 white Angel creature tokens with flying onto the battlefield.
    At the beginning of your end step, if you control no Angels, you gain 8 life and return Heavenly Host to its owner's hand.

    Lovely effect. At 10 mana, you should be able to do something impressive, and this card doesn't disappoint. I just wonder if it could try and bounce at the beginning of each end step, or would getting it back to your hand just in time to play it again be too good?
    Posted in: Custom Card Creation
  • posted a message on Upkeep costs, end step boons, X spells, gold phyrexians
    These are all awesome The 6-card cycle is all quite nicely balanced, although I question if the upkeep effect for the Jar is enough.

    Rewrite history is a great randomization card. I do wonder if it should say "...put another permanent you control..." just to make sure the person doesn't tuck the card that just came in to its own effect.

    I love the minion legend, quite the unique design space. I do wonder if his hidden downside* could be a problem, though.

    Population of Yees is a wonderful token spammer. It just pains me to think that it would never see play in Commander due to Storm Herd almost always spitting out more for only a bit more mana.

    *When his third ability removes his counters from him, your other creatures shrink. It's not too hard to miss the fact that creatures that shrink after combat can end up dying from combat damage. It wouldn't come up too often, but it could cause severe game state errors if both players miss it.
    Posted in: Custom Card Creation
  • posted a message on Help with wording - Second combat phase
    Lets take the new sliver wordings and add it to your original:
    Whenever one or more Sliver creatures you control deals combat damage to a player, untap those creatures. After this phase, there is an additional combat phase.

    It will only trigger once per combat now, and only untap slivers that got to the opponent.

    Also, there's no need for an additional main phase. The extra main phase is only used on cards that give extra attack phases outside of combat. Compare Aggravated Assault to Aurelia, the Warleader

    It does cause complications with double-strike, but combining multiple types of slivers for busted effects is part of the fun.

    EDIT: I see you want to maintain the original effect. In that case, just remove the "you control" from my wording above, and it should still work fine.

    EDIT2: Oops, didn't see you only wanted one trigger per turn.
    Posted in: Custom Card Creation
  • posted a message on Dead Moon and Posts
    Dead Moon: See Lethal Vapors for the wording. Otherwise, seems about as mean as the linked card, which should be fine.

    Scrapyard: Almost the inverse of Academy Ruins. Seems like a great card.

    Locus cycle: I love it, except for one big issue: lands that can't produce mana on their own are bad now. A single card that doesn't make mana (Eye of Ugin) is fine, but this is a lower-rarity cycle. I'd recommend adding "T: Add 1 to your mana pool" so they can do something on their own at least.
    Posted in: Custom Card Creation
  • posted a message on False Mutiny
    Quote from mondu_the_fat »
    How does this interact with propaganda or ghostly prison?
    Quote from void_nothing »
    The, uh, same way Master Warcraft does?

    More or less what Void said. Those effects would make it impossible to do anything that the player doesn't want to do, as they can just refuse to pay to let the creature attack. You decide who attacks what, but without the payment, they can't attack at all.
    Posted in: Custom Card Creation
  • posted a message on False Mutiny
    Taking inspiration from Reins of Power and Master Warcraft...

    False Mutiny 2 mana blue mana red mana
    Instant
    Play False Mutany only during an opponent's turn.
    Untap all creatures you control. The active player gains control of them until end of turn. They gain haste until the end of turn.
    You choose how creatures attack this turn.

    The idea was that your team suddenly defects to another player... and then manipulates them into attacking someone else.
    Posted in: Custom Card Creation
  • posted a message on Kindred Spirit - Bestow Clone
    Something interesting I came up with at work yesterday:

    Kindred Spirit 2U
    Enchantment Creature - Spirit
    Bestow 3UU
    You may have ~This~ enter the battlefield as a copy of any creature you control.
    As enchanted creature leaves the battlefield, you may have ~This~ become a copy of that creature.
    0/0

    I'm not certain about the wording. I think it is right, as the second part can't be a trigger (when), as that would just kill it before it copies the creature. If it needs to be a trigger, I guess it could be 0/1 so it didn't die, but I'd prefer the timing to be the same as Clone or Vesuvan Shapeshifter
    Posted in: Custom Card Creation
  • posted a message on Some ideas for my alchemy set I'd like rated / edited
    All of these (except the last one) are insane for 3 colorless mana. Remember, these can be used in any color deck, and only get the transmute in their own color deck.

    I'd recommend making the mana cost the same as the transmute cost. Artifacts with mana symbols are no longer taboo, and it would give them their color naturally.

    Howlet's Wing - 3
    Artifact (U)
    Howlet’s Wing is white.
    Sacrifice Howlet’s Wing: Creatures you control gain flying and +1/+1 until end of turn.
    If you transmute Howlet’s Wing, you may have target creature gain flying and +1/+1 until end of turn.
    Transmute 1WW

    White can get flying, but it doesn't get mass flying. Giving a horde of small creatures a boost and flying is going to end the game just as easily as Overrun does.

    The transmute is quite good as well. The effect is in white, but remember that transmute makes the card replace itself, and in a better way than just a cantrip. The fact that it can tutor up another copy of itself allows chaining the effect to the point of being overpowered, then going for something else after you run out.

    Peacock's Feather - 3
    Artifact (U)
    Peacock’s Feather is blue.
    Sacrifice Peacock’s Feather: Target player reveals their hand. You may choose up to three cards from it. That player discards those cards and draws cards equal to the number discarded this way.
    If you transmute Peacock’s Feather, you may have target player reveal their hand.
    Transmute 1UU

    Far too powerful at 3 mana in any color. This lets you mess up your opponent's hand, or lets you dump cards that you don't need from yours in order to get something better. This should not be available for any deck, and definitely not at that cost.

    Transmute effect is fine.

    Eye of Newt - 3
    Artifact (U)
    Eye of Newt is red.
    Sacrifice Eye of Newt: Add RRR to your mana pool.
    If you transmute Eye of Newt, add 3 to your mana pool.
    Transmute 1RR

    Seems a bit powerful. Skyrockets the player from 3 on turn 3 to 7 on turn 4, but as a one-time effect might not be too bad. Still think it should cost a bit more or make a bit less mana, though.

    Transmute is terrifying. You go for any 3-drop in your deck, and if it only uses colorless mana, you can cast it right away. This would show up in any artifact deck that has red mana in it. It shouldn't make that much, especially since it tutors for a 3 drop at the same time. Maybe :1mana:.

    Root of Hemlock - 3
    Artifact (U)
    Root of Hemlock is black.
    Sacrifice Root of Hemlock: Root of Hemlock deals 4 damage to target creature or player. You gain life equal to damage dealt this way.
    If you transmute Root of Hemlock, you have it deal 2 damage to target creature or player. You gain life equal to damage dealt this way.
    Transmute 1BB

    This is the most overpowered artifact I've seen that wasn't a rehash of Black Lotus. For 3 mana, you get a nuke on a stick. If you have a way to bring it back repeatedly, it will quickly kill your opponent. In a set with transmute, it can be grabbed by anything else that costs 3 (Like the other cards here). This card needs its damage dropped big time. I'd say drop the damage to 2. Moonglove Extract was almost never played, and a draining version of it might be more friendly to people.

    Transmute should drop to 1 damage. It should be just a little bonus on top of the new card.

    Mandrake's Groan - 3
    Artifact (U)
    Mandrake’s Groan is green.
    Sacrifice Mandrake’s Groan: Search your library for up to two basic lands and put them into your hand. Then, shuffle your library.
    If you transmute Mandrake’s Groan, you may search your library for a basic land and put it into your hand. Then, shuffle your library.
    Transmute 1GG

    This is just Armillary Sphere for 1 less. If it required green mana to cast it, I'd say that it's fine.

    The transmute is a bit troubling, but I don't think it's that overpowered.
    Posted in: Custom Card Creation
  • posted a message on Some ideas for my alchemy set I'd like rated / edited
    Eye of Newt - 3
    Artifact (C)
    Eye of Newt is red.
    When Eye of Newt gets transmuted, you may add RRR to your mana pool.
    Transmute 1RR

    While they don't have to do anything on their own while on the battlefield, cards like this should have something else that can utilize them in some way. See Darksteel Relic

    Also, as far as formatting goes, the effect from transmuting them should be under the transmute keyword. See any Cycle card with a bonus on cycling them.

    Alembic Set - 3
    Artifact (U)
    You may add one, two, or three to the converted mana cost to a spell if you were to transmute it.

    Yes, the wording is off. Let's look at Birthing Pod:

    ... Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost...

    Using this as the base, I'd say that the best wording would be:

    If you transmute a spell, you may instead look for a card with converted mana cost equal to 1, 2 or 3 plus the transmuted card's converted mana cost.

    Interesting idea. No idea how balanced it is, but interesting.


    Thaumaturge of Rubedo - 2RR
    Creature - Human Wizard (R)
    t,Sacrifice an artifact: Put a token that is a copy of that artifact onto the battlefield, then exile it.
    Whenever you deal noncombat damage to a player, you may activate any activated abilities of an artifact exiled by Thaumaturge of Rubedo.
    2/2

    As shadowfate said, there's no way for this to work as written. A token can't exist when not on the battlefield, and as imprint has shown, the card has to be tracked in order to be referenced, which a token can't be. Why can't it just exile the original artifact?

    As for the card itself, it needs better wording for the second effect. Can it use all the abilities of all the artifacts, all the abilities of one artifact, or any one ability of an artifact? Also, do you have to pay the cost to activate the ability still? That would make any that require sacrificing it or tapping it impossible, as you can't do either of those to a card not on the battlefield.

    Diamond Dust - 2UU
    Sorcery (U)
    Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
    Channeling - Diamond Dust costs1 less to cast if you control an Elemental that shares a color with this card.

    First, I'd recommend Focus as the keyword, as you're focusing the spell by using the elemental.

    Second, I'd recommend playtesting this mechanic a lot, as a switch mechanic (an effect that is either on or off depending on board state) has to be easy to have in either state. If it's almost always on, the required board state should be made more difficult, and if it's almost never on, it should be made easier. If elementals are as common as you implied, this will almost always be on, leading to its base state being pointless. See Threshold and Metalcraft as examples (or devotion on the Gods).

    One more card specific note: Sleep is already a potential blowout card in limited, I doubt that making it cheaper is going to make it more fair.
    Posted in: Custom Card Creation
  • posted a message on Does Gaea's Anthem work with the proliferate mechanic?
    Gaea's Anthem (And all other effects like it) has a static ability that boosts the power and toughness of creatures you control. No counters are produced by it, so proliferating has no effect on it.

    The only time counters are used is when the card's text (or for older cards, Oracle text) specifically mentions counters. If no mention of a counter is made, there isn't one.
    Posted in: Magic Rulings Archives
  • posted a message on Rootlock, a green "Persuasion"
    Quote from Rudyard
    this design was the winner of "we make the card" or some such contest some time ago, it was featured on the front page with a render and everything.

    it's a great design, i really love it as a green Oblivion Ring kinda thing

    reminder text is probably needed, and yours is correct

    ok, found it, here's the thread: You Make The Card 18

    from november 2009

    the 1GG cost is perfect

    oh, wait, your version also takes controls. well, ok


    :o:banghead: I never saw that. Then again, I go straight to the forums, so I rarely see the YMTC on the front page.
    Posted in: Custom Card Creation
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