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  • posted a message on Manifest - Is this keyword appropriate to be the center focus of a set?
    Quote from IcariiFA »
    With 18 cards referencing Manifest in Khans of Takir, that's used the same amount as most sets major mechanics (especially relative to it's small set size.) So if you feel that's distribution is appropriate, you are inadvertently saying you think it could be a sets core mechanic ;).


    Hmm... I guess manifest felt sparser than that.
    Posted in: Custom Card Creation
  • posted a message on Manifest - Is this keyword appropriate to be the center focus of a set?
    Quote from IcariiFA »
    I think this is a good solution.

    How will this work when your library is shuffled?

    Quote from IcariiFA »

    Like MOON-E's solution, face up cards would be turned face down when shuffled.


    Also, can you tell I've worked in marketing by the deceptive thread title? ;P


    Ahh... I should read the OP more carefully Smile

    That's really my biggest concern. I still don't think this can be a theme because of the rules baggage, but it's a fine mechanic in small quantities (I'd say about the same amount as manifest in FRF)
    Posted in: Custom Card Creation
  • posted a message on Manifest - Is this keyword appropriate to be the center focus of a set?
    Quote from IcariiFA »
    Manifest (When this dies, you may put it into your library revealed face up beneath the top card of your library)


    I think this is a good solution.

    How will this work when your library is shuffled?
    Posted in: Custom Card Creation
  • posted a message on Manifest - Is this keyword appropriate to be the center focus of a set?
    I think you need to rename your mechanic. Like you said, it's a placeholder, but being the name of an already existing mechanic, the placeholder is very distracting.

    I've played with faceup cards in the library before (my mechanic, a way to represent traps, ambushes, and timed bombs, was terrible but for different reasons), and it's fun in small doses but I don't think it can realistically be a centerpiece of an entire set/block without causing some major issues. First, I agree that this should be a 'may' effect, as it can otherwise keep you from drawing other things which can be very unfun. Second, cards like Gracious Ancestor are dangerous because I think they could be fairly easily abused as pieces to an engine of cheap card advantage. Third, you'll need a very thorough entry in the rules to deal with issues like 'what happens when you shuffle your library when you have face-up cards in it' (this was the big problem I ran into with my mechanic), is there a distinction between 'revealed' cards from your library and 'face-up' cards from your library, etc.

    Overall, interesting work, but I don't think something like this can work as a primary mechanic because of the rules baggage that will come with it.
    Posted in: Custom Card Creation
  • posted a message on Time Travel brainstorm
    I love warp. I've toyed with a similar mechanic for a very long time and never got it to work - my idea was based on a mechanic from Sentinels of the Multiverse and I tried shuffling the card into the library face up, which didn't really work because you could cheat it too easily.

    Putting it a set number of cards down is brilliant. Well done.
    Posted in: Custom Card Creation
  • posted a message on Generals of Dareth - Set 1 of 3 [249/249 - In Development]
    Flicker Adept - Reworked and renamed. Is now called Recollection Mage, and its ability returns instants from your graveyard to your hand. Should work well with UR tricks.

    Temporal Storm - Lowered cost from from 4UU to 3UU. This should make its reverberate ability incredibly easier to cast moving forward.

    Some playtesting has been done (Sealed only for the time being) and at this point I'm ready to say the design phase is finished and development can begin. This means that the updates made to the set will be made after practical testing rather than theoretical discussion. By no means is the set complete, but I feel that it's as complete as it's going to be prior to playtesting.

    There are still several weak points, of course, but overall I'm happy with the way the set plays already and am looking forward to refining it. I've got a few playtesting sessions recorded and once they're edited for time I'll be posting some up on my youtube channel, for those who are interested.

    I haven't yet decided if I intend to keep this thread open for focused playtesting, or close this thread and leave any playtesting work to be done on the blog, and instead open up a thread for set 2 of 3 in the Dareth block here on these forums. I'm a little anxious to start set 2, if only because I'm so excited to begin work on set 3.

    In any case, if you're interested in helping playtest or have any remaining feedback, please post it up. Thanks!



    Posted in: Custom Set Creation and Discussion
  • posted a message on Gain control of everything
    While I like the concept of gaining control of players indefinitely, I feel there are two main problems:

    1) If you gain control of all players indefinitely, that effectively means they just sit there and watch themselves lose, which is no fun. Players who are controlled this way will likely concede out of frustration rather than out of their opponent's skill.

    2) If you aren't able to win after controlling every player for a single turn, then your deck has some problems. I don't believe there's a reason to not go with controlling everything until your next turn, for example.
    Basically, something like "You gain control of all permanents. You control each player until your next turn."



    Hmm... I had thought about that, and dismissed it as 'players will scoop anyway', fully intending this just to be a flavorful way of saying "you win the game", but adding 'until end of turn' might be better...
    Posted in: Custom Card Creation
  • posted a message on [Sage of Ushana] Mechanics Brainstorm: Investment, Ancestry, Ages
    Investment is awesome, though I have to agree with Legend in that a different name for the mechanic would better evoke the flavor.

    I'm going to have to disagree with everyone so far on ancestry though. It is far too parasitic, and in and of itself doesn't do anything. Cards like your blue example work, because of the trigger that occurs when it becomes an ancestor, but even then it's going to feel a little clunky outside of this set. I'd re-think this mechanic.

    Regarding age, is there a way to give a player 'age counters'? Might be easier to track. Also, I worry that this mechanic, like ancestry, is far too parasitic and in and of itself does nothing.
    Posted in: Custom Card Creation
  • posted a message on Gain control of everything
    So most, if not all, planeswalker ultimates basically say 'you win the game'. I'm designing a Nicol Bolas planeswalker card and I keep coming back to the same idea, which I think is a flavor home run for the character:

    Gain control of everything. (You gain control of all permanents, see all cards any player can see, and make all decisions for players.)

    Obviously this is a ridiculously powerful effect. For it to be remotely balanced, it would need to take an enormous amount of development time. However, given the right balance, is this something that could be done in black-bordered magic? MaRo has famously tried to get "gain control of target player" printed on Mindslaver, and while he was overruled on the templating, the main idea is there.

    I think this kind of effect appeals to 2 out of the 3 primary psychographic profiles. While Spike wouldn't want this effect (it's just win more and is likely to be overcosted to be truly worthwhile in constructed), Johnny loves it because he wants to build a deck around comboing into the effect and winning with style. Timmy loves it because, well he's Timmy and he likes playing with big, splashy effects.

    I say it's fair, in a vacuum, with enough development to ensure it doesn't break anything. It might need to be tuned down to just be 'gain control of target player', so it's not absurd in EDH, but I still say it's fair with the right numbers. What say you, MTGS?
    Posted in: Custom Card Creation
  • posted a message on [SOR] Siege of Ravnica (~150/225)
    Quote from Apoquallyp »
    [quote from="IcariiFA »" url="http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/592612-sor-siege-of-ravnica-50-cards?comment=9"]Regarding your last question: I have already backpadeled a bit. I started with the intention of doing >5 common named planeswalkers with three abilities, and many more at uncommon. Since then, first the planeswalkers lost their unique name, and their third abilities. Now I'm at that point where I'm very happy with the common cycle I have, but don't think I should do any more at common. So, I'll have five at common and about six to seven more at uncommon.

    It might be useful to discuss the individual designs instead.

    Ergamon Primalist 2G
    Planeswalker (C)
    +1: Up to one target creature gets +1/+1 and gains trample until end of turn.
    -3: Search your library for a basic land card, and put it onto the battlefield tapped. Then shuffle your library.
    “Ravnica has been my home for many years. I came as soon as I heard the rallying call.”
    {4}

    This planeswalker for example is how I want the common ones to be. They can generate some value, but they won't ever break the game in half if they can't be removed. Now, is that requirement fulfilled for all of them or are some too powerful when lasting multiple turns?


    I think something like this is fair. Obviously, the numbers will change during development, but outside of the complexity of choice and the complexity of the planeswalker rules, this is fair at common. In some ways, it's easier to do that something I've been working on - legendary creatures at common.

    In regards to using Monstrosity on the Eldrazi... I dunno. I feel that the Eldrazi should always be big and mean, not come out and become big and mean as a mana sink (although, mechanically, monstrosity works great for siege-style gameplay as a way to break over the mid-game stall). I don't know that I have any other suggestions at the moment for Eldrazi, outside of messing with lands, but I'll give it some thought.

    I have two major problems with this set:
    Why put Ravnica and Eldrazi together? I understand it's possible, but just because you can do it, doesn't mean you should. I don't see the merit in using Ravnica to return the Eldrazi when both are easily returnable on their own. It seems like they will distract from each other and the set overall, to me at least, feels wrong.
    Planeswalkers at common and uncommon is a terrible idea in practice. It has problems in every area of R&D
    Creatively, why are planeswalkers, who are supposed to be very unique and powerful, showing up at common? It makes no sense in the current lore. You would have to do some story event similar to the mending for this to work at all and that wouldn't be a very good idea because it would ruin the whole point of planeswalkers.
    Design-wise, planeswalkers are a card type newer players are supposed to not really see, only learning more about them as the become more enfranchised. Planeswalkers are the card type with the least rules explanation on their card and are therefore game-breakingly complex when they show up that low.
    Developmentally, planeswalkers are the most difficult card type to balance, as they have a lot of things to consider and often work quite differently card-to-card.
    There is a good reason planeswalkers are only mythic, and putting them at anything lower than rare, in my belief and at least a good portion of wizards as well, is completely wrong.

    This set has some interest, but, to be honest, I don't really like anything you have here in the larger sense.


    Can't 'because' be a good enough answer to why? A project like this is interesting to me because it's a break from the norm - this is very obviously not something that would see print from WotC because of the reasons you mentioned. However, as a custom fan-set, sometimes it's fun to simply 'crank it up to 11' and play around with something as big and wonky as this. Something I'd recommend to Apoquallyp is play that up - don't let the set take itself too seriously. It's like a Godzilla movie, but as a MtG set, which isn't a bad thing.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Exploratory Design] Common Legendary Creatures
    Quote from FreezingPoint »
    I see legendary and common as mutually exclusive, both at the same time is impossible.


    But again, this thread isn't about that. There are a lot of people who have that opinion, and that's fine. But for the people who don't have that opinion, or might be movable in their opinion, this thread is about finding solutions within the bounds of the limitations set forth in the OP.

    At this point, I'm planning on playtesting multiple variants mentioned in this thread, but I'm still interested in any further discussion on who crack this particularly tough nut.
    Posted in: Custom Card Creation
  • posted a message on February CCL Round 2 - "Secret Plans"
    Love this. Incredibly powerful in some cases, but it's a cool effect that fits will with the theme.
    This is neat, but I think it takes away all the excitement/tension of dethrone
    Cute, but so complex and wonky it feels silver-bordered
    Honestly, I think this could easily be uncommon in the right environment. Very clean design.
    Very cool.
    Ooh this could get nasty quick. Cool interaction with Dethrone

    1. NVRBLND
    2. Tilwin
    3. Moss Elemental
    Posted in: Monthly Contests Archive
  • posted a message on [Exploratory Design] Common Legendary Creatures
    Quote from Shadowfate »
    Quote from Advent »
    The problem with something like this is that you need a 'the legend rule doesn't apply to it' clause to prevent it from dying the minute another copy hits the field, which is pretty complex for common but might could work.
    You don't. Distinguished creature 1 enters the battlefield with a +1/+1 counter and it's legendary. Distinguished creature 2 comes into play. You control another distinguished creature, so it's not legendary (First reason you don't need that clause, the second one is never legendary). Now that the second creature is on the battlefield, the duration of the effect making the first one legendary ends (Second reason, the first one isn't legendary the first time SBA would be performed).


    I got ya... I was reading it like monstrosity. I think that's a mistake a lot of players would make as well, which does edge up on the complexity meter again.
    Posted in: Custom Card Creation
  • posted a message on [Exploratory Design] Common Legendary Creatures
    Quote from Crypt Rat »
    How about:

    Distinguished (This enters the battlefield with a +1/+1 counter if you control no other distinguished creatures. It's legendary as long as you control no other distinguished creatures.)

    It lets you safely include any number of copies of the card in your deck. The creatures tend to be better on-curve early. The counters marking them can let you enable abilities like how Outlast was executed.

    Most importantly, you can have legendary creatures on the battlefield in a 'safe' way. If you need the extra body, the duplicate can do that. In the rare instance where you do actually need a legendary creature in play for some interaction, you just don't play the extra body. Grandeur as a mechanic is not all that appealing for limited (particularly in a large set) because players just tend to not have more than 1-2 copies of any card. I like the idea of Grandeur, though also feel like I should note that nothing about the ability precludes mana costs or timing restrictions with respect to their use.


    The problem with something like this is that you need a 'the legend rule doesn't apply to it' clause to prevent it from dying the minute another copy hits the field, which is pretty complex for common but might could work.

    I guess if you made a wider-than-Grandeur mechanic that let you discard ANY legendary card, it might start to actually show up as a thing in limited, though people would feel sad about discarding their awesome spells. I suppose an alternate is to have cast legendary / death triggers...? It just doesn't seem worth all the wordiness that would ensue.


    I'm coming around to the idea that grandeur is a feel bad mechanic, after talking with doombringer last night. We'll see what else can be done.


    The big question is why is legendaries matter a theme for a set?


    Because! Seriously though, I've got reasons for the theme (which is actually legendary creatures and planeswalkers matter, I'm just focused on one small facet of that in this thread), I just don't want to get into that discussion here. This thread is really about the restrictions laid out in the OP (and restrictions breed creativity, right?) and then working to find an answer that works within those bounds.
    Posted in: Custom Card Creation
  • posted a message on [Exploratory Design] Common Legendary Creatures
    Quote from Legend »
    Both of your examples look like uncommons in disguise. If that's what you're going for, then that's fine, but I doubt that's what you want.

    The reason I went with reveal instead of discard in my example suggestion is because discard is a feel bad mechanic (especially discarding a legendary for a 1/1 dork) and I think it has some great Infernal Spawn of Evil flavor going for it.


    Reveal isn't bad, but the problem with it is it creates very repeatable effects, at common. As you pointed out, these cards are already 'uncommons in disguise' and need to be tuned down, I don't know that they can have a repeatable effect and be ok at common. That said, it's a good idea, and something I could see used at uncommon.
    Posted in: Custom Card Creation
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