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  • posted a message on Copy Effects + New Modes for Modal Spells
    How would effects that would copy spell like Izzet Charm, but let you cast some of the other abilities of the card be worded?

    Here's some examples to fix if necessary:

    Repli-mode Charm UR
    Instant
    Repli-mode UR (When you cast this spell, cast a copy of this card for each time you paid its Repli-mode cost. You may choose new modes and new targets for the copies.)
    Choose one --
    * Deal 2 damage to a creature or player
    * Counter target spell unless it's controller pays 1
    * Look at the top two card of your library, put one in your hand, and the other on the bottom of your deck.

    Novel Replication 1(U/R)(U/R)
    Instant
    Copy target spell, you may choose new modes and new targets for the copy.

    Gyramex the Charming 3UR
    Legendary Creature - Goblin Wizard
    Each Modal spell you control has Repli-mode. It's Repli-mode cost is equal to it's mana cost. (When you cast it spell, cast a copy of that card for each time you paid its Repli-mode cost. You may choose new modes and new targets for the copies.)
    4/4
    Posted in: Custom Card Rulings
  • posted a message on Group hug general wording
    Quote from silvercut »
    Fatal Lore, Library of Lat-Nam, and Misfortune are the precedent.

    Thank you for that, having precedent makes everything flow smoothly. Also the functional change makes it much better as a group hug general.

    As for the abilities, I knew I had them in order of what MSE set the sorted them out to be, I just didn't realize I had them backward until you pointed it out. I do like the idea of having it be 4 sudo-multicolored abilities, and I like Saving Grasp better than Ranger's Guile for various EBT abuse. I was mostly using all the abilities as a place holder though, for instance my major though was to make the white into 3 1/1 soliders and make the green into Rampant Growth.

    Thank you for your help.
    Posted in: Custom Card Rulings
  • posted a message on Group hug general wording
    Working on a set of 4 color generals to fill empty edh holes. This is the WURG(non-black) one that I have, based on the "Group Hug" archtype.

    T: Choose one, then another player of your choice does one of the following of his or her choice:
    - Target permanent gains hexproof until end of turn.
    - Gain 5 life.
    - Put a 3/3 beast token onto the battlefield.
    - Draw 2 cards, then discard 2 cards.

    I know that most people could get the idea of how this is suppose to work, but I'm afraid the way I have it worded now would technically mean that if you control this and activate it, you will get the benefit you choose, then you will get whatever benefit they choose and they won't.

    Basically, wording help please?
    Posted in: Custom Card Rulings
  • posted a message on Land Enchants+Land Untappers
    I'm curious to know if there's any other decklists that play a similar style to mine. The basic play is to ramp to my general (Maelstrom Wanderer) as quick as possible by using things that make lands tap for more than one mana and various creatures that tap to untap lands.

    Untappers
    Land Enchants


    Lands that straight up add more than one
    Also, A few noticeable cards I didn't include(Arbor Elf, Utopian Sprawl) because they run on Forests, and I only play 7 or so. Utopian sprawl is kinda a weird card because it wants to be played in a deck with a lot of forests and in a deck with a lot of need for other colors.

    I'll explain why I'm running this instead:
    Vs. Rampant Growth style basics search: I disliked thinking I was making a mistake every time I put a non-basic in, even if it was a good non-basic, and there was several games where I pulled every basic out of my deck, (mostly with Boundless Realms) and so every Cultivate I drew after that was a complete dead card.
    Vs. Llanowar Elves style creature based ramp: I still play some creatures, but I dislike them. They tend to draw pings from Inferno Titans and turns Wrath of God into a Rain of Salt.
    Vs. Thran Dynamo artifact ramp. I play some of the little stuff, like Coldsteel Heart and Mind Stone, but the only reason I don't run this in paper is because of the expense. Guilded Lotus, Thran Dynamo, Grim Monolith, all pricy. Plus I've seen a lot more artifact hate than enchantment hate. For that matter I've seen more Land hate than enchantment hate.

    I've been able to pump out tons of mana pretty quickly this way. Anyone else have/have seen this style of deck? Any suggestions?
    Posted in: Commander (EDH)
  • posted a message on [Demons] Power in exchange for the drawback
    Infernal Archdemon should be based more on Masako the Humorless's wording.

    Suggested wording:
    "If ~ is tapped, it may block Angel creatures as if it was untapped.
    ~ may block Angel creatures as if it had reach."

    Two separate abilities because the way its worded now means it can only block angels with flying when it's tapped. Another idea is "~ may block Angel creatures as if that creature had no abilities." Which means it will get past not only flying but landwalk, intimidate and I think even protection. Still won't deal damage to pro-black creatures though.
    Posted in: Custom Card Creation
  • posted a message on Death trigger by Damage or Ability
    The current wording you provide makes it so that the Vampire will get its charge counter regardless of whether the dying creature actually gets -X/-X. For example, let's say you target Elite Vanguard with the -X/-X activated ability, but before it resolves, Elite Vanguard is destroyed via Doom Blade. Your Vampire would still get the counter.

    Didn't think of that, I don't like your suggestion because there's no precedent, however, there is some precedent about caring if an ability resolves with Ashlin the Pilgrim. New wordier ability: "Whenever a creature dealt damage by CARDNAME or had an ability from CARDNAME resolve targeting that creature dies this turn, put a charge counter on CARDNAME."
    Quote from Rhadamanthus »
    Write a delayed triggered ability into the activated ability.

    The problem with that is possible double dipping. Say my creature(a 3/4) attacks into a 2/6, then gives it -3/-3 until end of turn. The damaged ability would go off, then the delayed trigger attached to the activated ability goes off. Two counters from one dead creature.
    Posted in: Custom Card Rulings
  • posted a message on Death trigger by Damage or Ability
    So, custom set I'm working with deals with charge counters a lot, the rare black card I have is based off Sengir Vampire, and gets charge counters whenever a creature is killed with it's help this turn. But it also has an ability of draining(-X/-X until EOT) creatures by taking charge couters off of itself, and I want it to get charge counters by doing that as well.

    Here's what I have so far, does it work/can it be worded better:
    "Whenever a creature dealt damage by CARDNAME or targeted by this creature's ability dies this turn, put a charge counter on CARDNAME."
    Posted in: Custom Card Rulings
  • posted a message on Rat Race
    I don't think that there's ever been any red rats outside of rackdos, and never any pure red rats.

    Also, the name of your thread gave me an idea for a card.

    Rat Race 2BB
    Sorcery
    Each player puts a 1/1 black rat token on the battlefield under his/her control. They have "When ever this deals combat damage to a player, put a copy of this onto the battlefield."

    Then I realized that'd be a stupid idea since each rat would just stalemate each other.
    Posted in: Custom Card Creation
  • posted a message on Your favorite EDH win?
    This is my favorite recent win just cuz of the complicated board state
    1. Activate my general, Marrow-Gnawer, sacing himself, double it with Rings of Brightheart. Don't let it resolve.
    2. Use Nighteyes the Dececrator's(Nezumi Graverobber flipped) ability to return Marrow-Gnawer and another rat to the battlefield. Don't let it resolve.
    3. Use Soul Foundry's doubled ability to get 2 copies of Locust Miser, don't let it resolve.
    4. Instant speed destroy everything with Oblivion Stone, only thing left was a fated Caged Sun
    5. Nighteyes and Soul Foundry's ability's resolves, get 4 rats
    6. Marrow-Gnawer's ability resolves, get 4 tokens, resolves again for 8 tokens
    7. Cast Akroma's Memorial, use Marrow-Gnawer again, get 15 tokens
    8. Have 26 2/2 haste rats, kill the guy I think most likely to board wipe
    9. Win next turn.
    Posted in: Commander (EDH)
  • posted a message on Marrow-Gnawer
    First, creatures. You run 26 rats, which seems like a lot, my Marrow Gnawer deck only runs 14, but it runs a lot of tutors as well. It also runs Mimic Vat, Soul Foundry, Volrath's Laboratory and Riptide Replicator as repeatable rats. I also run the following rats you don't, Ink-Eyes, Servant of Oni is the best rat ever, ninjitsu, steal creatures, regenerates, shouldn't need to explain. Kuro's Taken and Skeletal Changeling are just a little bit harder to kill than most, also try out Swarmyard. Nezumi Bone-Reader is rather fun when you have excessive rat tokens, and Chittering Rats is just amazing, can absolutely win games with any sort of recursion. I wouldn't play any rat that is nothing more than a fatty, Pestilence Rats, Plauge Rats, Relentless Rats, and Swarm of Rats all do nothing besides "be big and probably be chump blocked." Pack Rat is fine, because it turns your non-rat anything into more rats. Also, Rats of Rath, looks stupid as hell, but add Spine of Ish Sah, Ultimate Tech.

    For non-rat creatures, Squelching Leeches, Nightmare, and Swarm of Bloodflies have the same problem as a fat, do nothing body. Stronghold Assassin isn't as good as Attrition because creatures are easier to kill. Soul Conduit is a reusable Magus of the Mirror.

    Instants: I notice you have Isochron Scepter, but you only have 3 instants to put under it. I would recommend getting a total of at least 10, or cutting the scepter. I would recommend getting some instant speed sacrifice cards, like Devour Flesh, Diabolic Edict, or Geth's Verdict weather or not you keep the scepter. Rhystic Tutor tends to be only mediocre in a 1v1 and gets notably worse the more players there are.

    Sorcery: I never use sorcery speed kill spells unless their fantastic, i.e exiling multiple things like Ashes to Ashes, or mass kill spells like Decree of Pain or Plague Wind. You need more card draw/card tutor, Necropotence is the undisputed king. Cards like Beseech the Queen, Ambition's Cost and Diabolic Revelations are cheap. Cards like Demonic Tutor and Vampiric Tutor are better.

    Enchantments: I don't really like what you got, Nettlevine Blight is easy enough to get rid of, and the other two take to long to be worth anything. Would recommend; Black Market, Contamination, Grave Pact, No Mercy, Phyrexian Arena, and Recurring Nightmare.

    Artifacts: Your artifacts fall into one or two categories, Creature buffing or mana ramp. First, creature buffs, Nightmare Lash and Lashwrithe again suffer from 'do nothing fatty' syndrome, but they are notably better than other ones, because they're harder to kill. Haunted Plate Mail just isn't that good and if you want something like it, try Argentum Armor. For haste, Lightning Greaves and Swiftfoot Boots are much better than Fleetfeather Sandals. While not really buffing, Skullclamp is super good in this deck once it gets online, just be careful about mass buffing if you still wanna draw cards. For mana ramp, you'd much rather draw a swamp rather than pay two mana to draw a swamp with Mycosynth Wellspring or Traveler's Amulet. Explorers Scope seems janky with have to attack with a creature to get mana. Since you're only ever going to get one color out of it, Darksteel Ingot seems worse than Charcoal Diamond, or Mind Stone. Would also recommend various mana doublers like Caged Sun, Extraplanar Lens, and Gauntlet of Power.

    Land: Only swamps? Here's some good stuff for you; Cabal Coffers, Vesuva(to get more Cabal Coffers), Thespian's Stage(to get even more Cabal Coffers), Urborg, Tomb of Yawgmoth(so your Cabal Coffers counts for your Cabal Coffers), Deserted Temple(to untap your Cabal Coffers), and Petrified Field(to get back your Cabal Coffers, because people will very often try to destroy it). Land destroying lands for if your opponent get something like a Cabal Coffers, Encroaching Wastes, Ghost Quarter, Strip Mine, and Tectonic Edge. Other good stuff includes Buried Ruin, Swarmyard, and Thawing Glaciers.

    There's a couple of tricks to using Marrow Gnawer, the first one is various "ability doubling" cards like Rings of Brighhearth and Illusionist's Bracers, as well as creature untappers. These allow you to very quickly accluminate rats. Also, normally you need Marrow Gnawer and 2 other rats to activate him and get a surplus of rats, but if you double his ability, you only need one other rat. Quick rundown of all artifact based creature untappers: Jandor's Saddlebags(2 to play, 3 to use, one use, simple), Magewright's Stone(2 to play, 1 to use, one use, cheap, but narrower use), Puppet Strings(3 to play, 2 to use, one use, can also tap your opponents creatures), Staff of Domination(3 to play, 3 to use first time, 4 to use subsequent times, does other cool stuff), Sword of the Paruns(4 to play, 3 to equip, 3 to use, infinite uses, also pumps all your creatures), Thousand-Year Elixir(3 to play, 1 to use, one use, also gives sudo-haste, the only one I use), and Umbral Mantle(3 to play, 0 to equip, 3 to use, infinite uses, also pumps creature, doubt you'll use that).

    Also, instant speed resurrection stuff can help Marrow-Gnawer greatly and get him up and running faster. If you have Marrow-Gnawer and sacrifice your only other rat to him, if you play Corpse Dance, Grim Return, Makeshift Mannequin, or use the ability of Mimic Vat before his ability resolves, you can get a surplus of rats. Also fun that Corpse Dance and Mimic Vat are repeatable and make one turn tokens that are easy sac fodder, just be careful with Corpse Dance, only targets the top creature card of your graveyard and exiles the creature if it isn't killed before end of turn.
    Posted in: 1 vs 1 Commander
  • posted a message on Eldrazi Spawn
    Really? Counterspells+Eldrazi Spawn flying about and no one's made a Mana Drain variant. Come on people.

    Repulsion of Birth 4UU
    Instant (R)
    Counter target spell. Put X 0/1 Eldrazi Spawn creatures tokens onto the battlefield where X is the converted mana cost of that spell. They have “Sacrifice this creature: Add 1 to your mana pool.”
    Posted in: Custom Card Creation
  • posted a message on Snake Oil Salesman
    I think this ability would be the best,

    "When ~ comes into play, target opponent gains 5 life.
    T: Target player loses 2 life."

    Temp gain(for them) so you have a 2 damage a turn guy. Would pay itself off if you keep it on the battlefield 3 turns and instant fun in multiplayer.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from magac

    Fakefang Entity 2U
    Creature - Shapeshifter (U)
    Fakefang Entity power and toughness are each equal to the highest power among creatures an opponent controls. (If no opponent controls a creature, this creature's power and toughness are each 0.)
    Bare your teeth at it, and it will bare your teeth back at you.
    */*

    Comments?


    Hmm, I think I like it. Defiantly fits in with this blue theory of "I'm only as nasty as you are." I don't think I like the shifting bit of it though, because most of the time if I'm facing that down, I'm either going to be an aggro deck and not care about your one creature, or I'm going to be a control deck and kill it before I put anything out. I kinda like the idea of a cheap clone that comes in as a vanilla beat on the field. But that feels more green in nature, so maybe a cost of 1(U/G)(U/G)?

    My card

    River Magpie 2UU
    Creature - Bird (U)
    Flying
    Whenever ~ deals combat damage to a player, choose one - Draw a card; or draw two cards and discard two cards; or Scry 4.
    1/2
    Posted in: Custom Card Contests and Games
  • posted a message on "Craft your hand" Format
    Quote from NOISIΛ
    There's too many ways to just win off the bat that it just becomes who wins the coin toss.


    I want to convince my friend that this is nowhere near a good idea. Mostly by making a deck that can win turn one with as cheap as cards as possible.

    So, what seven card hand have you seen that I could make for decently cheap that can win turn one?
    Posted in: Homebrew and Variant Formats
  • posted a message on "Craft your hand" Format
    My buddy is talking about trying to make a format where you have a normal 60 card deck, but you always choose your opening 7. The rest of the deck isn't stacked though. Seems kinda cool, but knowing various Legacy decks, I bet I could make something that always wins turn one with 3+ counter spell backups.

    But then again, I'm a budget player, so how does this look?



    What would you try to make for a format like this? What do you think needs to get banned before this gets off the ground?
    Posted in: Homebrew and Variant Formats
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