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  • posted a message on Pandora's Box
    You guys know that the talk of anti fetch lands isn't really needed. This could easily be printed in a historic only set. That solves one issue... Although it makes it much less appealing. The other option could be to pull an Izzet Otter rule and ban this in those formats containing fetch lands before a single pack is opened.
    Posted in: Custom Card Creation
  • posted a message on Amru Kai Planeswalker
    Rowanalpha, thank you for the reply. However we are going to have to disagree. This Planeswalker is created more for 1v1 than commander. It's actually way worse in multiple player games due to the time it takes to master it's abilities. That is what the emblems are suppose to represent. At first Amru just reads the weave, but later learns how to control it.
    The options you suggested, while creative are not balanced enough for competitive play. In 1v1 the first option is generally the one you would choose.
    The 2 options I give on mine are the correct ones, IMO. You didn't know, but the design (story for the block) is for Amru Kai to be a general in an army, but masters weave manipulation and rises to emperor of it's land. Controlling it like Amru does comes at a heavy price. In order to battle the BBG Amru must make sacrifice. Thus the sacrifice a creature to gain knowledge and life aspect. Then Amru gives a piece of power and lifeforce to embolden the soldiers.
    I get that it doesn't seem flashy and planeswalker-y to you, and that is okay, the build is playing off of Gideon Jura and Sarkhan the Mad. Not only in structure, but also personalities. The white from Gideon is subbed to green since I did not want it to be a strictly control Esper style PW. The colors on the surface, (and I know you know but stating for everyone else) is life and death and knowledge. The life part is gaining life and the counters. Death is life loss and the sacrifice. Knowledge is the gaining of and loss of it due to the stress of manipulating the weave. In the beginning Amru is much more about fighting the BBG so the colors of Green and Blue stand out. But in the second set the "final battle" takes place and Amru's side prevails beating back the evil force. BUT it takes a twisted side afterwards. Amru has control of the land and goes mad with power. That's the black and blue part dominating. Then the evil force is left and has to gain traction in order to take down Amru. In the end Amru ends up being the BBG and the evil force is the only thing left to stop it.
    I feel that is represented in the card. Yes, I'm willing to make changes as now with the backstory you know the plot, but the set of abilities I posted more accurately show the card off.
    From a playability stand point you can play it do the "ultimate" and barter in blood style effect and leaves it very weak. Or you can take your time and plus it over and over to show it mastering the weave manipulation slowly. Keeps itself protected with a decently high loyalty. Or you can play it "ultimate" it and then plus it twice. This leaves it with moderate loyalty 3. But is ready to rock next turn if unanswered.
    The colors are also very well selected as you want to play it with a long board, so the sacrifice won't kill your only dude and then you can grow the team over the next few turns at the cost of life and your draw.
    The emblems, while your take was good, have to account for each player. First Amru learns how to empower itself then learns how to control the weave of it's enemies.
    I will correct the wordage issues you pointed out.
    Also the Planeswalker has to be a single word is mostly correct, but I want to point you to The Royal Scions and the Wanderer. One has 2 words and the other has 0. But in this case you were definitely correct. Amru Kai is a single known being. I wasn't correcting you as much as making sure you were aware of the 2 exceptions.
    Also last cool point is you've probably noticed that I have not said he or she in reference to Amru Kai. The final set of the block the the buy a box promo reveals exactly what Amru Kai is. It's basically your subconscious force manifested. (At first we are weak children and are often bullied or controlled by parents or other children or siblings, but as we grow and get stronger we take life by the horns stand on our own 2 feet and shape our own destiny in a sense.)
    Posted in: Custom Card Creation
  • posted a message on Amru Kai Planeswalker
    Amru Kai 2UBG
    Legendary Planeswalker - Amru

    +1: You get an emblem that says if you control the same number or more of these emblems than player's in the game when a player would make a choice for an effect from an Amru planeswalker you control you make the choice instead.

    0: Starting with you each player chooses one for the following player.
    -Sacrifice a creature you control, draw a card, and gain 3 life.
    -Discard a card, lose 1 life, and put 2 +1/+1 counter on up to one creature you control.

    -4: You may active Amru Kai 2 additional times this turn.
    5
    Posted in: Custom Card Creation
  • posted a message on Mono White Riddle of Steel
    Good points. And not discounting your statement. Just throwing out that legacy and modern are two entirely different formats. It's a little easier to hate on legacy with this card than modern. Imo. But including them main could be the correct decision.
    Legacy uses the same cards to win typically and uses the superior CA and manipulating to find the cards. Modern feels more spread out.
    Posted in: Deck Creation (Modern)
  • posted a message on Mono White Riddle of Steel
    I'm thinking SB. Unless sweepers are dominating the format... That seems like a very unlikely thing though. It doesn't seem good against
    Prowess: what do you name? 1 then they kill it and deal you 3.
    Tron: do you name 3,7, or 8?
    Shadow: ...
    Control: I suppose 2,3, or 4.
    D&T: easy 1.
    Jund: feels like 1.
    Posted in: Deck Creation (Modern)
  • posted a message on Mono White Riddle of Steel
    Thoughts on changing a Plains into another Cavern? Also the new guy that puts a "tax" of 2 Mana on a spell when it comes into play?
    Posted in: Deck Creation (Modern)
  • posted a message on Mono White Riddle of Steel
    Lol. I see that. For some reason it posted my comment twice with some time apart... That's weird. But thank you.
    Posted in: Deck Creation (Modern)
  • posted a message on Vexing Scourge Delver - Grixis AggroControl deck - IDEAS?
    I like the concept of being able to do 2 things.... The sad truth of that is it leads to game losses. Suppose you do half and half. You won't win games by being half control and half aggro. The other aggro or control deck has the upper hand. It's best to pick what you are going to do and do it well. How often do you see Storm playing 5 drop dragons in case the combo plan doesn't work?
    Posted in: Deck Creation (Modern)
  • posted a message on New to modern and would like some feedback on my first deck. (UR Control)
    Fist thing that stands out is the Ionize. It's a really slow counterspell. I'd switch those out for 1 Remand and 1 Mana Leak. Wizard's Retort should probably be Force of Negation.
    The Winged Words and Favorable Winds are so circumstantial that they would be better just being something else. I get the magical christmas land where you have 2 of them out and make a lot of 3/3s. But this style deck wins by achieving inevitably. Think about the games you lost because you drew Favorable Winds but didn't have a flier. Invocation is also not very good here. That makes 7 slots. Sprite Dragon should take the spot of 3 of them. 4 slots could be Monasteries Swiftspear. It's one of the best creatures in modern.
    I'd take out an island and a mountain for 2 Reflecting Pool.
    That's about all the changes I'd make right now. Then I'd look and see what's performing and what isn't to make changes from there.
    Posted in: Deck Creation (Modern)
  • posted a message on Mono White Riddle of Steel
    Aye. I look forward to playing it soon also. Could you post a current decklist?
    Posted in: Deck Creation (Modern)
  • posted a message on Mono White Riddle of Steel
    Aye. I look forward to playing it soon also. Could you post a current decklist?
    Posted in: Deck Creation (Modern)
  • posted a message on Pushed Dual Land Ideas
    They should all be may have target opponent do x. That way you control the outcome. I will say they are all over the place though. They don't fit into the color scheme of what the Mana they produce does. At least most of them don't. Like the blue black one should do the thing where they look at the top card and decide if they want to put it in the graveyard or keep it there. The blue red one would be a good one for scry the green white one should allow them to put a +1/+1 counter on up to one creature they control.
    Make it feel like they are getting to do something the color pair does but in a small amount to properly represent the color combination.
    Posted in: Custom Card Creation
  • posted a message on Cram, and other School concepts
    Maybe I missed it but what is learn? I like your card design. Seems fitting for the idea with cool design and power level seems about where it should be.
    Posted in: Custom Card Creation
  • posted a message on Epitome's Bailiwick
    The intention is to have a land that can copy other lands or can act as all creature types at all times. It doesn't need to keep changeling if it's a land. Did I miss something. I need to make it tribal? Thank you guys.
    Posted in: Custom Card Creation
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