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  • 1

    posted a message on Hot Potato
    Jinked Choker?
    Posted in: Custom Card Creation
  • 1

    posted a message on Ravnica Allegiance Guild Mechanic Speculation
    Quote from Lord_Mektar »
    Honestly, I think they could easily bring back rampage as the Gruul mechanic. It's a great way to punch through damage, especially when paired with menace. Players like myself who weren't there two decades ago never got the chance to play with it, really. And it was never a bad mechanic, it's just that creatures back then were all overcosted.


    No, rampage was a pretty useless mechanic, and made for weird combat math. They tried to do a "fixed" version later, that worked a little better, but that really didn't work either. I wouldn't mind seeing something like provoke combat, that was a neat combat trick, that fits neatly into Gruul's teritory.
    Posted in: Custom Card Creation
  • 2

    posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Offspring of the Maelstrom - Powerful creatures with drawbacks always get a thumbs up in my mind. Power/Toughness though? I would have it ETBF with a 1/1 counter on it. I would reword it to make it more active then passive.

    ~ enters the battlefield with a +1/+1 counter on it.
    At the begining of your upkeep, pay 1 for each +1/+1 counter on it, if you can't sacrifice it.
    1UU: Counter target spell targeting this, if you do put a +1/+1 counter on ~.

    Ylgoth, Wyrm COnjurer
    I do like the templating, I thin it's decent enough. I was wondering why you just didn't give the dragon the ability, but I think it is fine.


    Lost in the Night - 2GB
    Instant
    Prevent all combat damage dealt by non-black creatures this turn. Until end of turn, whenever a creature deals combat damage to a player, put a +1/+1 counter on it.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Cards that you wish were always Standard Legal
    White - Glorious Anthem, Raise the Alarm
    Blue - Dispel, Unsummon
    Black - Duress, Cast Down
    Red - Lightning Strike, Demolish
    Green - Naturlise, Llanowar Elves
    Posted in: Standard (Type 2)
  • 2

    posted a message on Zacama, Primal Calamity
    They have done this a couple times in this set, honestly, it's pretty lazy design. All the keywords are pretty much green, the etb effect is strictly green, the red ability is ok, the green is honestly good, the white is utter garbage.
    Posted in: Zacama, Primal Calamity
  • 1

    posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Tunnel Network - I like this, I think this is about as fair as you can get for a land that can tap for 2.

    Aether Theft - 3UU
    Instant
    Exile target creature, artifact, or enchantment, then return it to play under your control.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Colorless Design Dump
    Ok, there is a lot to go through here, I'm going to go over as many of them as I can.

    Arcbound Engineer XX
    Artifact Creature – Golem Artificer [Rare]
    Modular X (This enters the battlefield with X +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
    5, T: Create a number of 1/1 colorless Thopter artifact creature tokens with flying equal to Arcbound Engineer’s power.
    0/0

    I would make the activation cost X, and give it an additional +1/+1 counter each time.

    Battleship of the Drowned 4
    Artifact – Vehicle [Rare]
    At the beginning of your upkeep, sacrifice Battleship of the Drowned unless you pay (2/U)(2/B)
    Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
    You may exile three creature cards from your graveyard rather than pay Battleship of the Drowned’s crew cost.
    7/7

    Good ol'fashion upkeep. That I like, as for it being a vehicle, ... I will say I really hate the design space of vehicles.

    Cosmic Battlements 5
    Artifact Creature – Wall Reflection [Rare]
    Defender
    Whenever you cast a multicolored spell, create a token copy of Cosmic Battlements.
    T: Add one mana of any color to your mana pool.
    WUBRG: Creatures you control get +5/+0 until end of turn and can attack this turn as though they didn’t have defender.
    0/5

    I'm not really sure how I feel about this, I think the activation ability is to powerful, maybe drop it to 4, reduce it to being a 0/3 and the activation +1/+0. It can get out of hand, I would also create a non-token clause as well, 1,2,4,8,16... otherwise it will get ridiculously out of hand.

    Egotist Banner 7
    Artifact – Equipment [Rare]
    Other creatures you control get +X/+X, where X is the equipped creature’s converted mana cost.
    Equip 3

    Seems alright. Nothing to special.

    Eon Gorger 5
    Artifact Creature – Construct Wurm [Rare]
    Indestructible, Modular 3
    Whenever Eon Gorger attacks, you may exert it. When you do, double the number of +1/+1 counters on Eon Gorger. (An exerted creature won't untap during your next untap step.)
    0/0

    Indestructible and modular seem to be the antithesis of each other.

    Filigree Queen 5
    Artifact Creature – Insect Wizard [Rare]
    Thopters you control get +1/+2 and have vigilance.
    When Filigree Queen enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
    1/2

    I really dislike uneven global boosts, they are fine for one shot effects. Just make it +1/+1 I think that's fine.

    Ghostly Galleon 2
    Artifact – Vehicle [Rare]
    Flying
    Whenever Ghostly Galleon deals combat damage to a player, you pay (W/U). If you do, create a 1/1 white Spirit creature token with flying.
    Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
    4/5

    I don't see the need to make it deal damage, I think a trigger on combat should be fine.

    Leadbelcher Titan 6
    Artifact Creature – Golem [Rare]
    Shroud (This creature can’t be the target of spells or abilities.)
    Whenever Leadbelcher Titan enters the battlefield or attacks, sacrifice three permanents.
    12/12

    Seems pretty solid, basic power creature with a steep drawback.

    Loxodon Tuskmask 2
    Artifact – Equipment [Rare]
    Equipped creature gets +0/+2.
    Equipped creature has double strike and vigilance as long as it has toughness 4 or greater.
    Equip (2/W)

    I would almost just drop the +0/+2

    Nosferatu Heirloom 4
    Artifact – Equipment [Rare]
    Equipped creature gets +1/+1 and has menace.
    Whenever equipped creature attacks, create two 1/2 black Bat creature tokens with flying tapped and attacking. Exile those tokens at end of turn.
    Equip (2/B)

    Honestly, the Equip cost is far to low. I think you could drop the cost, and make it <2/b><2/B>

    Sicklewrist Assassin 5
    Artifact Creature – Construct Rogue [Rare]
    You may pay 1UB rather than pay Sicklewrist Assassin’s mana cost if you dealt combat damage to an opponent with an artifact creature or Rogue this turn.
    Whenever Sicklewrist Assassin attacks, return target creature defending player controls to its owner’s hand unless that player pays 3 life.
    3/2

    I think this is fine as is.

    Spectral Serpent 6
    Creature – Spirit Dragon [Rare]
    Flying
    Whenever Spectral Serpent deals combat damage to a player, you draw two cards, gain 2 life, and return up to two target cards from your graveyard to your hand.
    5/5

    I think this gives to much advantage, even at draw 1, return 1, gain 2 life it would be a bit much, make it modular, Wheenver ~ deals combat damage, choose one, Draw a card, of target opponant discards a card, or target player gains 5 life, or return target permanant from your graveyard to your hand, or ~ deals 5 damage to target creature. (I added a couple other option to cover all 5 colors)

    Ulamog’s Urchin 3
    Creature – Eldrazi [Rare]
    Whenever Ulamog’s Urchin attacks, defending player sacrifices a permanent.
    0/3

    Just no. it's way undercosted.


    Non-Rares

    Blessed Flask 2
    Artifact – Equipment
    Equipped creature has “T: You gain 1 life. Scry 1.”
    Whenever Blessed Flask becomes attached to a creature, you may untap another target creature you control.
    Equip 3

    I kinda like this.

    Brittle Hourglass 2
    Artifact
    1, T: Scry 1. Target player puts the top two cards of his or her library into his or her graveyard.
    1, Sacrifice Brittle Hourglass: Draw a card.

    Cemetery Gargoyle 4
    Artifact Creature – Construct
    Delirium – Cemetery Gargoyle gets +1/+1 and has flying if there are four or more card types among cards in your graveyard.
    2/2

    Clockwork Sire 3
    Artifact Creature – Construct
    Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
    When Clockwork Sire enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.
    0/0

    first off it doesn't need modular, second clockwork creatures all have "Whenever ~ attacks or blocks remove a +1/+1 counter from it." so lets make it a proper clockwork

    Clockwork Sire - 3
    Artifact Creature - Construct
    ~ enters the battlefield with 3 +1/+1 counters on it.
    Whenever ~ attacks or blocks remove a +1/+1 counter from it.
    Whenever you remove a +1/+1 counter from ~, put a 1/1 thopter token with flying onto the battlefield.
    1, Sacrifec a thopter: Put a +1/+1 counter on ~.


    Crystal Blade 3
    Artifact – Equipment
    Equipped creature gets +2/+0.
    Whenever Crystal Blade becomes attached to a creature, draw a card.
    Equip (2/U)(2/U)(2/U)

    Kobold Pump Wagon 2
    Artifact – Vehicle
    Whenever Kobold Pump Wagon deals combat damage to a player, you may discard a card at random. If you do, untap Kobold Pump Wagon and draw a card.
    Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
    3/5

    Lazotep Runeshield 4
    Artifact – Equipment
    Equipped creature gets +0/+4, and has Afflict 4 and “All creatures able to block this creatures do so.” (Whenever equipped creature becomes blocked, defending player loses 4 life.)
    Equip 4


    Rusted Scrapper 2
    Artifact Creature – Construct Warrior
    Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
    Kicker (B/R)(B/R)
    If Rusted Scrapper was kicked, it enters the battlefield with an additional two +1/+1 counters on it.
    0/0

    Sack of Magic 0
    Artifact – Equipment
    Equipped creature gets +0/+2 and has “T: Exile the top card of your library. You may cast that card this turn. If you don’t, sacrifice Sack of Magic. Activate this ability only as a sorcery.”
    Equip 3

    1 really like 0cc cards, But there is this deck called affinity, that ruins any design space for 0cc cards currently.

    Sandswept Vaults
    Land – Desert
    T: Add C to your mana pool.
    X, T, Sacrifice a Desert: Draw a card if you have X cards in your hand.

    Wanderlust Pathfinder 3
    Artifact Creature – Golem Ally
    Rally – Whenever Wanderlust Pathfinder or another Ally enters the battlefield under your control, you may pay 2. If you do, Wanderlust Pathfinder explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
    2/2

    I really hate Rally. I hate ability words in general, but otherwise the caards fine.

    Warlock’s Gauntlet 2
    Artifact – Equipment
    Equipped creature gets +2/+1.
    Whenever you cast a noncreature spell, you may attach Warlock’s Gauntlet to target creature you control.
    Equip 3
    Posted in: Custom Card Creation
  • 2

    posted a message on The Immortal Sun
    Is it just me, or is this just a horribly designed card. It feels like WotC rolled a die and grabbed whatever abilities rolled up on this. The abilities have little to no synergy, 1 ability is symmetrical the rest aren't.
    Posted in: The Immortal Sun
  • 1

    posted a message on Mochizuki Chiyome and Bo Shuriken
    I had a thought....

    Mochizuki Chiyome 2UU
    Legendary Creature - Ninja
    Ninjistu UU
    When Mochizuki Chiyome enters the battlefield under your control or attacks, you may search your library for an Equipment with converted mana cost 1 or less and put it onto the battlefield. Then shuffle your library.
    As long as a card named Bo Shuriken is attached to ~, he gains Hexproof and +2/+2
    1/3
    Posted in: Custom Card Creation
  • 1

    posted a message on Mochizuki Chiyome and Bo Shuriken
    I don't see anything inherently wrong with referencing other cards, as long as the card referenced doesn't automatically create a game ending Combo, but rather provides utility.

    Personally, to make the ninja a bit less underwhelming, I'd give it a evergreen ability, something like unblockable, and have the tutor ability only refer to himself, and up his power.

    For example:

    Ninja -2uu
    Legendary Creature - Ninja
    Hexproof
    Ninjitsu UU
    When ~ enters the battlefield, search for <card> and put it into the battlefield attached to ~. Shuffle.
    2/3


    Otherwise the basic design is solid for both cards, they are both simple cards with strong abilities that don't make either card feel overwhelming.
    Posted in: Custom Card Creation
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