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    posted a message on The Legendary Hall of Legendary Deeds [Phase 6: The End]
    Zemoo sets out on his task of finding the lotus, but as the months turn into years, he grows bored. There is also the punishment for failure looming in the uncertain, but near future. Unsure of how much time he has until they decide to end his search, he decides to end it himself by fabricating the flower to pass it off as the real thing. Since he is never without a large escort of armed guards he knows he must create a diversion and fool them. Failure to make the fake, undetected, will mean certain death for him.

    He leads them to the desert, hoping for a sandstorm. If big enough he may able to escape outright, though he doubts a desert he crossed alone would be enough to keep the leonin out of his hair forever. After "explaining" how a flower could bloom in the desert (it was no ordinary flower after all) they set out.

    Several days into their expedition was when the ground erupted into the air, swallowing the vanguard. It was a Great sandwurm, whose resting grounds they stumbled across. It's not what he planned but it was a chance, none the less. Zemoo deployed one of his stealth thopters to the pit displaced by the wurm. He could reshape it to the flower in the pit without being detected by the distracted leonin. After dispatching the wurm (by comandeering and exploding the eaten leonin's wepons). He is able to retrieve the fabled "Lotus" in the wurm's hollow.

    Not his best work, but good enough to fool the leonin attendants, and later the queen. Hard to blame them since they had never seen the real thing before. Refusing any big ceremony since he wanted to hurry home before his forgery was discovered, Zemoo is able to gain both the Trust of the leonin and his freedom and is allowed to leave in peace.

    Zemoo, Pumble Freedman 2UR
    Legendary Creature - Human Artificer
    Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
    Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
    Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
    2/4
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on The Legendary Hall of Legendary Deeds [Phase 6: The End]
    Zemoo, Indentured Pumble 2UR
    Legendary Creature - Human Artificer (R)
    Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
    Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
    Bands with Cats.
    2/4

    Updated card to fit better with the rules. Hopefully this is better. Since the character hasn't found the lotus (yet?), left out the tutor part.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on The Legendary Hall of Legendary Deeds [Phase 6: The End]
    Zemoo, Irresponsible Inventor2UR
    Legendary Creature - Human Artificer
    2/4

    While it would make sense for an inventor to stay in the lab and work on his magnum opus, Zemoo is not responsible and would rather sojourn through the desert than work on the task at hand. There may even be good materials for his project on the other side.
    A master of traps himself, he easily detects and disarms any traps he encounters on his journey. Having kept his gear light, to reduce encumbrance through the dessert, he has no means to bypass the leonin, not that he needs it to take on one. And without his more powerful weapons he won't "accidentally" attract attention, so he shouldn't run into too much resistance.

    Zemoo, Irresponsible Inventor 2UR
    Legendary Creature - Human Artificer
    Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
    Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
    2/4
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on [Daily Card Contest] DCC Discussion Thread
    Bonus card I thought of while making my card for the DCC today,

    Other Howl of Rage xB/R mana
    Instant (U)
    Target creature gets +X/+0 and trample until end of turn if R was spent to cast this spell, that creature gets -0/-X until end of turn if B was spent to cast this spell.

    This one is more interesting but it strangely is only a removal spell in a BR deck, since the more swamps you play, the more trouble you will have casting it for larger values on your own creatures with just the buff. I really liked this tension though, where having both of the hybrid actually made the card more restrictive, and what the card could be depended on your color combination. The better side is usually the removal side, so this is like a 3/5 black card and a 1.5/5 red card. In Red/X splashing Black it can do either side, if your draw cooperates.

    I set out to do a Twisted Reflection type card, where it was a limited trick that turned into a removal spell if you kicked it with another color. You very rarely would play it if you cannot kick it. I thought of this card, since the rate on the other card I submitted wasn't great and could never really be. But the card I ended up submitting fit the "feel" I was going for better: it's a situational trick that you could justify playing in limited because it is also a removal spell. This one is cooler in a meta way, but in the game play it is usually only one card after you construct your mana base.

    Just wanted to share this other card and my thought process cause I thought it was interesting.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on New Challenge Every Day: 4/22/19: Awaken
    Votes: Cardz5000, Legend

    Biological Warfare 3BB
    Sorcery (R)
    Awaken 3 - 1BB
    All creatures get -4/-4 until end of turn

    IIW: "Epic" Spell (Enduring Ideal etc.)
    Posted in: Monthly Contests Archive
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    posted a message on New Challenge Every Day: 2/3/19: Yawgmoth
    Votes: Raptorchan, subject16

    Yawgmoth 3W
    Legendary Creature - Human Cleric
    Compleat 2 2BB : (if this permanent isn't an artifact, put 2 +1/+1 counters on it and it becomes an artifact in addition to it's other types)
    As long as ~ isn't an artifact, non-artifact creatures you control get +0/+2
    As long as ~ is an artifact, other artifact creatures you control get +2/+1 and menace
    2/4

    IIW: "You lose the game"
    Posted in: Monthly Contests Archive
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    posted a message on JANUARY 8TH, 2019
    votes: DiscardUnearth, Flatline

    Chiropractor of Ish Sah 3U
    Creature - Cleric Horror(U)(silver Bordered)(phyrexian Watermark)
    Artifacts spells you cast with Converted mana cost 7 or greater cost 2 less to play.
    T: Sacrifice an artifact, draw a card.
    2/3

    Posted in: Monthly Contests Archive
  • 1

    posted a message on November MCC Round 1 - Mark the Graves
    Fire in the Hole 2(R/W)
    Instant (U)
    If W was spent to cast ~, creatures you control gain indestructible until end of turn. If R was spent to cast ~, it deals 2 damage to each creature. (Do both if WR was spent.)
    Posted in: Monthly Contests Archive
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    posted a message on September CCL Final Poll
    Quiet Interlude 1U
    Instant (U)
    Spellshare (2/U) (When you cast this spell, each other player may pay share it by paying its spellshare cost.)
    Creatures get -X/-0 until end of turn, where X is the number of players who cast or shared ~.
    Each player who cast or shared ~ draws X cards.
    Is how I would have worded what you described. I don't think it's easy for the rules to do this with copies knowing something about other copies.

    But that being said I'm more concerned with the powerlevel of this now. Imagine you and your teammate go first and cast this for 1U||2/U, 3/4 total mana draw 4 total cards. 2 (potentially) instant speed divinations! It works on the draw if your opponents ever tap out too, even if 1 enemy head can share this they give both of their opponents 1 more card to get 3 themselves, it's only ever bad if everyone does it, and like you said you only need to cast it when it's awkward/ impossible for them to buy in. Who cares about the effect, you get to draw cards.
    Posted in: Monthly Contests Archive
  • 1

    posted a message on September CCL Final Poll
    Are we critiquing this round?

    Gerrard's Mom
    Mana Mirrors: Interesting way to utilize fortify, but this is the type of card that does little without a rainbow land, but is obnoxious with one IMO
    Quiet Interlude: The draw effect is on the copies but it doesn't do anything since they were not cast or shared by anyone. So if you cast this, everyone shares it, and you counter the original, the copies still shrink power but no one draws cards. That's interesting (to me at least) but unintuitive. I would shy away from something that looks like it's giving your opponent's the copies, but you get them, however unlikely the scenario I came up with is.
    The actual card is cool cause you can cast it when only teammates can draw or mid combat when opponent's drawing isn't worth it. so there is a cool minigame with it.
    Tar Tanks: Nice take on the Spear of Heliod effect, the sac here makes it something that isn't super obnoxious to play against in 2HG lifetotals
    Guest Appearance: very cool card, the way it incorporates the spellshare, not just as more copies, but more options. I'm just not sure how this fits the Defense theme, being a sorcery that can only really help you attack.
    Roiling Ramparts: This just makes me want to untap Gaea's Cradle and/or Nykthos. real easy to go infinite here. In my experience people don't know how summoning sickness works with Creature lands and this untapping could make that come up more often.

    Overall I think spell share is a cool idea, but it seems strangely implemented. The U card could be worded such that each player casts their copy, and feels like it should, the way it helps everyone. But the R card needs you to cast the copy and also feels like that's what it should do, since it only helps you. Maybe I'm being pedantic but I feel like these take away from each other and they would be better off if the mechanic didn't try and do as much.

    Bravelion83

    Army’s Loyalty: Love the way these abilities work to help you change your beatdown/control role to get and then keep the monarchy.
    Mindful Courtmage: I don't think this fits with NWO, but costing 3 mana to activate means it is certainly reasonable to print.
    Dark Protector: Powerful effect and perfect Mythic headliner for this type of set. Not very defensive, in fact it incentivizes you to attack. Normally fear of losing the monarchy makes you want to focus on being defense and protecting it. This lets you race without giving up cards.
    Audacious Plot: Interesting Build around, flavor is perfect too. also not really defensive.
    Natural Defenses: Like the design of the card, might help newer player realize the value of their fog is casting it at the right time, not whenever. The flavor text, doesn't really work for me.

    Generally speaking, being the monarch is it's own reward and the longer one player stays the monarch the easier it is for them to stay that way by virtue of having more resources. So a set based around keeping the monarchy could be a little snow-bally. Perhaps the politics of multiplayer make up for this in the right play groups (not in mine, we're all spikes). The cards do work well to their stated purpose.

    Hemlock
    Loyal Hero: Interesting rattlesnake card that takes advantage of a commander specific mechanic. Great design
    Stubborness: Like the flavor/design. This is the type of card I would never play, but there is a certain kind of player who likes this effect and it can be situationally powerful. Stubbornness has 2 N's btw.
    Resent the Past: Very limited (fair) use in Commander, traditionally only the commanders, which for most people is the point of the format. It can be hard to keep track of. Goes to 11 with bounce effects. This either does nothing or does everything.
    Mirror of the Soul: like the idea, wording is a little awkward. Certainly holds back a few creatures by itself. Not sure how I'm tricking my opponent into killing them selves with commander damage with this, so the extra wording to give it that functionality might not be worth it.(it is perfectly sized to block 7 damage 3 times for 21, nice touch)
    Aura Sphere: commanders already come back pretty easily, so making them tough to deal with each time they come back might be too much, could have scaled it with commander tax or something else.

    Some cards I liked some I didn't. All make sense as commander cards. Not all strictly defensive, but the ones that aren't prohibit or prevent your opponent's actions, which is a form of defense.
    Posted in: Monthly Contests Archive
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