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  • posted a message on [General] The Art of the Sideboard
    Quote from Pentallion
    What does Dead Weight bring to the table? I run 1 dismember, 1 GftT, 1 Doom Blade main and 2 Doom blade, 1 GftT SB. If they run black, I can pull the DB for a GftT. If not, I can pull the GftT and Dismember for 2 Doom Blade. In any event, those kill cards seem better than Dead Weight except for the mana cost. What's your experience with it? Why do you like it?


    My threats are 1x Sun Titan, 2x Grave Titan, 1x Elesh Norn, 1x Wurmcoil. The 1 of Dead Weight is a sorcery speed disfigure but, with Sun Titan it is a constant removal. I've found that the synergy between the two can usually win the game vs an aggro deck alone as they can no longer rely upon creatures to deal damage anymore. I also have commonly just let it hit the yard with forbidden as its a card that is included for synergy. Of course- if I sideboard out my Sun Titan in a match dead Weight never gets sideboarded it. I'm one of few players that view synergy with sun titan as a viable enough inclusion into the sideboard choices.
    Dead Weight is good on it's own but, add Sun Titan's ability to freely use it as a constant kill spell it turns Sun Titan into a deadly 6/6.
    Posted in: Standard Archives
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Extinct Egg 2G
    Creature - Shapeshifter {R}
    Extinct Egg enters the battlefield with 5 hatch counters on it.
    At the beginning of your upkeep, remove a hatch counter from it.
    When Extinct Egg has no hatch counters on it, sacrifice it. If you do, search your library for a creature card and put it onto the battlefield.
    When Extinct Egg has 10 or more hatch counters on it, exile it. If you do, exile your library.
    (R/W)(R/W): Remove a hatch counter from Extinct Egg.
    (U/B): Put a hatch counter on Extinct Egg. Any player may activate this ability.
    0/1

    IIW: Instants!
    Posted in: Custom Card Contests and Games
  • posted a message on [General] The Art of the Sideboard
    @Pentallion:
    For my SB options I've personally taken a liking towards Gideon Jura, Divine Offering, Curse of Death's Hold, and Dead Weight.

    On your guy's topic, I think what makes Divine worth using over Revoke is the instant speed. Normally Enchantments haven't been an issue for me even in Tempered Steel or Token decks. Which reminds me... I don't think I've filled out all the pros and cons for those two cards....
    Posted in: Standard Archives
  • posted a message on The Winner is Judge Game.
    I laughed:
    Quote from Megiddo
    So like
    There's this card
    called Stoneforge Mystic.
    and like
    when you cast it
    you search your library for an Equipment
    and put it into your hand
    but then like
    you can put it into play for free
    so you can pay 2WW for a Batterskull
    neatly divided over two turns
    instead of 5
    but this card
    like
    you pay 3 for your Batterskull.
    and like
    it's immune to Lightning Bolt
    which is one of the Mystic's only failings
    and battterskull has this ability
    3: Return Batterskull to its owner's hand
    but when you do that you have to pay 5
    unless you don't want it back
    so like
    here
    you can just pay 3
    my point is that Tinker is overpowered.

    Spell Mimic 0
    Sorcery
    As an additional cost to cast Spell Mimic, pay X.
    Put a token onto the battlefield of target non-land permanent, X is the mana cost of that permanent.
    "Once I've seen it done once, I can copy it without problem."

    IIW: Design an Equipment.
    Posted in: Custom Card Contests and Games
  • posted a message on This Winner is Also Judge
    Grading Scale: 10 Point Grading Scale.
    3 Points for Creativity
    2 Points for Uniqueness
    2 Points for Usage
    1 Point for Flavor/Compliment
    1 Point for Balance
    1 Point for Power

    Winterspring:

    Quote from Winterspring
    Death 1B
    [U]Instant[/U] {U}
    As an additional cost to cast ~, sacrifice a creature.
    Destroy up to two target non-black non-artifact creatures. They can't be regenerated.
    //
    Destruction 2R
    [U]Sorcery[/U]
    Destroy target artifact, then deal X damage to target creature when X is the converted mana cost of the destroyed artifact.

    Grade: 6.5
    At first glace at Death and Destruction it looks to be a double Terror and a shatter with damage to a creature. Lets start on Death, it reminds me of Reckless Spite however, it costs a B cheaper and doesn't do five damage to you, it also has the added benifit of preventing regeneration. The draw back however, is it can't hit artifact creatures and you need to sacrifice a creature in order to cast it. While the drawback can be made less of an impact by sacrificing a creature that was about to die anyway and then 2 for 1ing an opponent. The second part however, Destruction seems to be an over glamorized Shatter at Sorcery speed. The term "Destruction" means more to me than destroying a simple artifact and possibly a nearby creature.

    1 Points for Creativity
    1 Points for Uniqueness
    1.5 Points for Usage
    1 Point for Flavor/Compliment
    1 Point for Balance
    1 Point for Power

    pstmdrn:

    Quote from pstmdrn
    Good :sym2w::sym2w::sym2w::sym2w:
    Instant R
    Put a 3/3 white Angel creature token with flying and Lifelink onto the battlefield.
    //
    Evil :sym2b::sym2b::sym2b::sym2b:
    Instant R
    Put a 4/2 black Demon creature token with Flying and Intimidate onto the battlefield.

    Grade: 4.5
    The first part, Good is pay 4 or pay 8 for a 3/3 flyer/linker. At 4 mana it is decent. When it starts to become 6 mana however it quickly drops in favor of being played making the split cost ignorable if not- a simple last minute add in. The second part of this card is Evil. 4 mana for a 4/2 flyer with intimidate. Double evasion is something I don't see often, for the simple fact it feels strange to me. While paying 4 for a 4/2 is decent it isn't as strong as it use to be. The card itself doesn't feel RARE to me, if anything it feels uncommon. Lastly, Evil feels like you would never want to cast it for anything above 4 mana, if anything 3 mana feels like the right amount.

    1 Points for Creativity
    1 Points for Uniqueness
    .5 Points for Usage
    1 Point for Flavor/Compliment
    1 Point for Balance
    0 Point for Power

    Ninja Caterpie:

    Quote from Ninja Caterpie
    Hammer 1R
    Sorcery (U)
    Destroy target artifact.
    //
    Tongs 2UU
    Sorcery (U)
    Gain control of target permanent until end of turn. Untap it. If it's a creature, it gains haste.

    Grade:2
    Lets begin with the first part of the card, Hammer. Its Shatter at sorcery speed, this feels rather weak making the second part carry the weight and more focused upon a deck that utalizes both colors of the card. Tongs, strange name for it's effect. A blue threaten effect feels out of color, if anything it prefers to keep what it steals. In fact, this feels much like Control Magic except it gives haste and untaps it. Another thing I want to look at is why this is called Hammer/Tongs? I get the Hammer part of the name but, Tongs? The word Tongs to me feels like it is a delicate touch and careful to use rather than a forceful take or grab.

    .5 Points for Creativity
    .5 Points for Uniqueness
    0 Points for Usage
    0 Point for Flavor/Compliment
    1 Point for Balance
    0 Point for Power

    Wilsonbiggs:

    Quote from wilsonbiggs
    Sugar, Spice, and Everything Nice 3WW
    Instant
    Put a 4/4 white Angel creature token with flying onto the battlefield.
    //
    Snips, Snails, and Puppy Dogs' Tails 3BB
    Instant
    Put a 4/4 black Zombie creature token onto the battlefield with "1B: Regenerate this creature."

    Grade: 5.5
    I'm old enough to get the power puff girls refrence... However, in magic itself it doesn't fit all that well. The fact you need to pay 5 for a 4/4 flyer it seems a bit weak. The saving grace here is it is instant speed but, at 5 mana you need stronger plays than simply putting a 4/4 into play. The second part of the card is the same thing except instead of flying it regenerates for 2 mana making it significantly better in my opinion. Since you can play it for 5 mana EoT and then have mana to constantly regenerate it. The second part makes this card playable I feel but, it still isn't as powerful as it needs to be in my opinion.

    1.5 Points for Creativity
    1 Points for Uniqueness
    1 Points for Usage
    .5 Point for Flavor/Compliment
    1 Point for Balance
    .5 Point for Power

    Diefi00:

    Quote from Diefi00
    Death 2BB
    Sorcery (U)
    Destroy target creature. It can't be regenerated.
    //
    Taxes 2WW
    Sorcery (U)
    Put a -1/-1 counter on all creatures on the battlefield.

    Grade: 4.5
    Death reminds me of the first part of Betrayal of Flesh the Sorcery speed removal aspect of it and the prevention of regenerating I guess balances the lower cost. The second part of the card however is extremely weak. For the same amount of mana you can Day of Judgement.

    1 Points for Creativity
    .5 Points for Uniqueness
    1 Points for Usage
    .5 Point for Flavor/Compliment
    1 Point for Balance
    .5 Point for Power

    Plus1Reading:

    Quote from Plus1Reading
    Sword 1R
    Instant (C)
    Target creature gets +2/+0 until the end of the turn.
    //
    Board 1W
    Instant (C)
    Target creature gets +0/+2 until the end of the turn.

    Grade: 8.5
    Sword and Board, the name fits the card perfectly. The color pit agrees with it, and at common it does just what you need it to. While I'd likely always play the Sword part of it I can see playing the Board part of it in some cases.

    2.5 Points for Creativity
    1.5 Points for Uniqueness
    2 Points for Usage
    1 Point for Flavor/Compliment
    1 Point for Balance
    .5 Point for Power

    Stapler:

    Quote from Stapler
    Truth 1W
    [U]Instant (U)[/U]
    Destroy target Illusion, token, or enchantment.
    "I denounce your embracing of false ideas!"
    //
    Love 4WW
    [U]Instant (U)[/U]
    Put a +1/+1 counter on each creature you control, then gain life equal to the number of counters amongst creatures you control.
    "Love will triumph over all evil!"

    Grade: 7
    Truth's effect makes sense of the name expect the first target is sort of silly most of the time. Since you target the illusion with this it'll instantly sacrifice itself so you'll never actually get to destroy it. A 2 mana removal spell in white for certain things also is fine as well as the uncommon part of it. Love however, (I expected Lie or something of the sort) doesn't fit as well. While it is an instant speed pump effect it also heals you. In some cases it can really heal you big time.

    2.5 Points for Creativity
    2 Points for Uniqueness
    .5 Points for Usage
    .5 Point for Flavor/Compliment
    1 Point for Balance
    .5 Point for Power

    Prophylaxis:

    Quote from Prophylaxis
    Longcat XWW
    Sorcery (U)
    Put a X/X white Longcat creature token onto the battlefield. You gain X multiplied by 2 life.
    //
    Tacgnol XBB
    Sorcery (U)
    Put a X/X black Tacgnol creature token onto the battlefield. Target opponent loses X divided by 2 life.

    Grade: 4.5
    The names make no sense to me except the fact the token they produce are also named it. The white one however feels much stronger than the black one for the simple fact it doubles your value while the black one halves it. I think it would be balanced if you just kept the X at X rather than double and halving or at the very least let black keep it's X. The problem I forsee with this is the white one is silly powerful in any deck that gets high up in mana like a control deck. Play it for 6 you get a 4/4 and 8 life? or on the flip side get a 4/4 and.... you 2 your opponent :/ Another problem I see with this card is you didn't specify if you round up or down for the black one. This makes the game extremely ackward when you cast it as an odd number.


    1 Points for Creativity
    2 Points for Uniqueness
    1 Points for Usage
    0 Point for Flavor/Compliment
    0 Point for Balance
    .5 Point for Power

    Daiches:

    Quote from Daiches
    Laugh 2W
    Sorcery
    Gain 1 life. Draw a card.
    //
    Cry 2B
    Target player loses 1 life, then discards a card.

    Grade: 3
    Paying 3 mana to gain 1 life and draw a card is extremely weak in my opinion. While it is white draw it is still very bad. The second part of this card has formating problems but, even then its really weak, much weaker than the first.

    0 Points for Creativity
    1 Points for Uniqueness
    0 Points for Usage
    1 Point for Flavor/Compliment
    1 Point for Balance
    0 Point for Power

    Void_nothing:

    Quote from void_nothing
    Power 3BB
    Instant (U)
    You draw three cards and lose 3 life.
    ///
    Fury red mana
    Instant (U)
    Fury deals 3 damage to each player.

    Grade: 7.5
    Power is much like an instant speed Caress of Phyrexia except it'll always hit you. It definantly is good as instant speed draw usually is and at 5 mana I could see a MBC deck using this nicely. The second part Fury is more or less steller for Burn as it allows 8 slots for a Lightning Bolt in a sense making it really powerful.

    1.5 Points for Creativity
    1 Points for Uniqueness
    2 Points for Usage
    1 Point for Flavor/Compliment
    1 Point for Balance
    1 Point for Power

    The Megiddo:

    Quote from Megiddo
    Ripple 3U
    Instant {R}
    Return target permanent to its owner's hand.
    Draw a card.
    //
    Rend 11
    Tribal Instant — Eldrazi {R}
    Return up to seven target permanents to their owners' hands.

    Grade: 4.5
    The first part is Deliever with Dematerialize's cost with a cantrip added on. This feels uncommon not rare to me. The second part is rather strange, it is a tribal Eldrazi card that hits 7 targets. As far as costing does I'm unsure- with Eye of Ugin in play it costs 9 and seeing as how it can hit lands as well as green's power to ramp this may be too powerful in a green deck. At instant speed no less.

    1.5 Points for Creativity
    1 Points for Uniqueness
    1 Points for Usage
    0 Point for Flavor/Compliment
    .5 Point for Balance
    .5 Point for Power

    Summon_Legend:

    Quote from Summon_Legend
    Pomp WW
    [U]Instant[/U] [u]
    Creatures gain flying and lifelink until end of turn.
    //
    Circumstance 2BB
    [U]Instant[/U] [u]
    You control target player during his or her next declare blockers step.

    Grade: 5
    At first thought I want to know why the white spell affects all creatures- and since it does that theres never a point in time you can cast it to make a creature not blockable on your side of the field. The Lifelink can also prove very bad when you use it and they hit back harder. The second part of this card seems better as it psuedo gains control of a player's choice. Making it rather strong when you attack with that deathtoucher or they have a creature they'd likely never block with.

    1.5 Points for Creativity
    1.5 Points for Uniqueness
    1 Points for Usage
    0 Point for Flavor/Compliment
    .5 Point for Balance
    .5 Point for Power

    Bloodyspasm:

    Quote from bloodyspasm
    Heaven :3mana::symw::symw:
    Sorcery (R)
    Destroy all creatures.
    //
    Earth :4mana::symr::symr:
    Sorcery (R)
    Destroy all lands.

    Grade: 3
    You mainly took Bust (Boom/Bust) and changed Boom to a sligtly different Winds of Rath...

    0 Points for Creativity
    0 Points for Uniqueness
    1 Points for Usage
    .5 Point for Flavor/Compliment
    .5 Point for Balance
    1 Point for Power

    Eskimo_Rage:

    Quote from Eskimo_Rage
    See 1UW
    Enchantment [r]
    Whenever a player draws a card they may reveal it, if they do they gain x life and scry x, where x is the converted manacost of the revealed card.
    //
    Saw UB
    Enchantment [r]
    Whenever a player draws a card they may reveal it, if they do they lose x life and fateseal x, where x is the converted manacost of the revealed card.

    Grade: 6
    Interesting that theres an Enchantment on a split card, you definantly get full points on Uniqueness just for that... The first one See however, seems more benefitial to your opponent as they'll be the first one getting the effect out of it and will likely use it always. This can get rather high pretty fast and in a way lets each player dig extremely into their deck for the cards they want. Saw on the other hand is the complete opposite, also being relatively powerful. All together Interesting but, I feel both help the opponent more than you when cast.

    2 Points for Creativity
    2 Points for Uniqueness
    0 Points for Usage
    1 Point for Flavor/Compliment
    .5 Point for Balance
    .5 Point for Power

    WINNER:
    Plus1Reading

    Next Challenge: Pop-culture references
    Posted in: Custom Card Contests and Games
  • posted a message on Packs going to $5?
    Quote from Typho0n
    They should put special cards in as well, like power 9 cards, that we can use to get into vintage, then it wont be such a dead format


    While I would love to agree with you- I feel your too obvious of a troll... On topic. I feel packs are expensive as it is- being mainly a lottery as to wethier you even make even with the cards you open or not. Often than not you don't and you get some jank rare or something.
    Posted in: Baseless Speculation
  • posted a message on [SCD] Ponder
    Quote from Pentallion
    It's not about fun, it's about flexibility. You lose flexibility when you use Ponder instead of Think Twice. Instant speed is far more valuable and so is saving your Snapcaster for something other than Ponder. There are times when it's good, but usually, it will kill you later on.

    I've been testing it, and I have to say, it's not an open and shut case for EITHER card when you look at just the two of them in a vacuum. Sometimes, if it were a TT, I'd have been better off. Sometimes, if it were a Ponder, I'd have been better off.

    But when you start looking at how Ponder lures you into wasting a Snapcaster, yeah, it's NICE. It CAN be powerful at times. It also can be a waste at times. You just two for one'd yourself basically.

    Think Twice NEVER does that.

    And then look at its synergy with Forbidden Alchemy. TT is like having an extra spell in your hand when you dump it to the yard. Ponder means you've got to LOSE a card from your hand to use it AND you have to hope you have that card. And then we're back to the above, where Snappie might be better for something else and suddenly dang I wish that was a TT in my yard right now.

    So I'm still leaning towards TT.


    This is the main reason why I have given up on Ponder- I tried it but, it made us lose the virtual card advantage as well as card advantage some of our deck had. It doesn't "dig" as well as people say it does in my opinion. In fact it even shows a point of when we may not have what we need and we give our opponent potential knowledge in what our hand may be.
    Posted in: Standard Archives
  • posted a message on [General] The Art of the Sideboard
    What does everyone's meta usually look like and how many slots does that mean you dedicate against a certain match up? For example- My meta is usually heavy RDW, Human, WRR, or Pod.

    I normally side in 8 against RDW, 4 for Human, 9 for WRR, and 4 for Pod. Commonly some of these matches share sideboard cards too! How are you guys figuring out the amount of slots used in your meta?
    Posted in: Standard Archives
  • posted a message on This Winner is Also Judge
    I'll try to judge these all before I go to bed Monday Night- EST. (I usually head to bed round 4 am.)

    Otherwise- keep the entries coming!

    Edit: Also- apparently whenever I win the judge always has some strange happening which erases all of the results and simply says I win.... apparently I'm bad luck -.- that or I'm the lucky hat winner :p
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    ...
    I < J < B
    J < I < L
    J x 3 = L + B
    L*(1/10)=M
    M=x-y
    .... I- my... wa.. ;^; my brain hurts.

    Situation Puzzle 3URB
    Sorcery - M
    Each player reveals his or her hand. Each player then casts all non-land cards in his or her hand one at a time. For each spell that would get countered, exile it. For each creature, land, or enchantment that would be destroyed, exile it. Then each player discards all lands in his or her hand and returns to his hand all cards that were originally in his or her hand that were not exiled by Situation Puzzle.

    IIW: 0 cmc cost.

    ...
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Burning Brusier 1R
    Creature- Elemental Warrior
    Flash
    When Burning Cruiser enters the battlefield, Burning Brusier deals 2 damage to target creature or player.
    2/1
    Posted in: Custom Card Contests and Games
  • posted a message on Spellslingers/Reload (Deadsands)
    Instead of charge counter I think you should make it a new counter- Like Ammo, or Bullet? Charge counters can be placed by multiple things so it may be easier to abuse- Especially the Outlaw's being it is in red... Casting a bolt and then casting a free bolt seems powerful. Also- the outlaw's ability should really exile the card it casts imo.
    Posted in: Custom Card Creation
  • posted a message on "Sever" Mechanic
    A while ago I thought of a mechanic that sort of plays like the EPIC mechanic- However, I've been having a hard time balancing it.

    Sever ***** (For the rest of the game, players can't cast ******.)

    Obviously this is extremely powerful since a deck would be utalizing something without these cards in it probably. The idea behind the mechanic is to cut off the connection that a planeswalker has when planeswalking and uses his mana. Severing that connection greatly weakens him but, if he is willing to do it he can gain an advantage over his opponent.

    Sever combinations:
    Instants
    Sorceries
    Lands
    Artifacts
    Enchantments

    Cards:

    Breaking Nature 3GGG
    Sorcery - {M}
    Search your library for any number of Artifacts and exile them.
    Sever - Artifacts (For the rest of the game, players can't cast Artifacts.)
    "Nature demands justice!"

    Revealed Illusions 2WWW
    Instant - {M}
    Search your library for any number of Enchantments and exile them.
    Sever - Enchantments (For the rest of the game, players can't cast Enchantments.)
    "The dawn brings forth the light that shows the truth."

    Sudden Downfall 4UUU
    Instant - {M}
    Search your library for any number of Sorceries and exile them.
    Sever - Sorceries (For the rest of the game, players can't cast Sorceries.)
    "Let us quicken this fight."

    Calming Chaos 3RRR
    Sorcery - {M}
    Search your library for any number of Instants and exile them.
    Sever - Instants (For the rest of the game, players can't cast Instants.)
    "This fight will no be on even terms."

    Wasting Decay 6BBB
    Sorcery -{M}
    Search your library for any number of Lands and exile them.
    Sever - Lands (For the rest of the game, players can't cast Lands.)
    "We will see who can last the longest now."




    ----Obviously I can't see Sever Creatures or Planeswalkers as a choice for these but, I was wondering if the mana cost was justifiable for their effects.
    Posted in: Custom Card Creation
  • posted a message on The Winner is Judge Game.
    Volcanic Explosion 3RR
    Instant - {R}
    Volcanic Explosion can't be countered.
    Volcanic Explosion deals 5 damage to each creature and each player.
    Never fight a pyromancer near a fault line. -Mental Note of Jace
    Posted in: Custom Card Contests and Games
  • posted a message on This Winner is Also Judge
    Quote from pstmdrn
    @red_Death - It's a new challenge, mang.


    Originally read the challenge as "design a multicolor card" oops... thx!
    Posted in: Custom Card Contests and Games
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