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  • posted a message on Incinerating Wave
    If it was symetrical, then I could see see it as XRRR (see Lavalanche) But it being not symetrical, with uncounterable/unpreventable, then yes.
    Posted in: Custom Card Creation
  • 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
  • posted a message on Fungal Cavern
    I think it's fine, it's no worse the an ETBT land, and becomes stronger later in the game. I would give it the ability to add 1, then it's more on par with pain lands.
    Posted in: Custom Card Creation
  • posted a message on Monocolor matters cycle
    I don't see a problem with them affecting colorless spells, as they are all very pushed to begin with, as any deck that runs these should largely be able to ignore the drawback. Honestly, the only one that could in theory see print would be the black one. and maybe the blue one.

    This is something that annoys me to no end about Wizards design philosophy, the standard only lasts until they deem it obsolete.

    Lets look at the green one.
    As just a 4/4 for 2 it would be to much, without a significant drawback. Lets look at what would match it...

    Imaginary Pet
    Exemplar of Strength
    Flesh Reaver
    Jotun Grunt
    Okk
    Vetran Brawlers

    I might be able to concede it as a 3/3 for 2, but that I think would still be pushing.

    Posted in: Custom Card Creation
  • posted a message on Mono Green Legend + 2 Support Cards
    Wajun's Veil is simular to the "Wisdom" mechanic from betrayers of Kawigama.

    As far as Wajun One with Nature, Well it is unprecedented, it still does work, cards of a similar vein have existed in the past, I.E. making use of hidden zones to varied degrees. Then again, we did have panglacial wurm.

    Also, note Mul Daya Channelers
    Posted in: Custom Card Creation
  • posted a message on Incinerating Wave
    I think it should be a double X honestly, maybe XXRR, then if X is 3 or more, can't be countered/prevented. But otherwise I like it.
    Posted in: Custom Card Creation
  • 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
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I like Veil of the Sun, I am surprised a similar card has not seen print. I would almost have it do something on the sacrifice but over all nice design.

    Desecratorium - I think it works fine as it is. So to clarify, what would happen is mana would empty between steps, this would cause the ability to trigger, look at his or her hand force discard, return to the previous step (The step you were leaving), then if mana empties again, repeat. (Gitrog Monster can cause a simular interaction during the end step, if you discard lands.

    Forever Seeking - BBB
    Enchantment
    Pay 1 life, Name a card: Exile the top card of your library face up, if it is the named card, until the end of turn, you may play that card as if it was in your hand.

    Posted in: Custom Card Contests and Games
  • posted a message on Lovecraftian Gods
    I think slumber works just fine from any zone, I always loved infernal Spawn of Evil. Now that you mention it, I can see the similarities, lets just leave it as a from hand effect then. hmm....

    What about
    Slumber (At the begining of your upkeep, you may exile ~ from your hand, or return ~ to your hand. As long as ~ is in exile it's slumbering.

    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Pollenbright wings v.2.0 - and I think honestly a little bit better. I'm having problems judging this card, in the current standard, it would be to expensive, in standards of the past it would be undercosted.

    Mirror Reality - 4UUU
    Enchantment
    Whenever a creature attacks (Nontoken ETB?), put a copy of that creature onto the battlefield, except it is an illusion the "Whenever this is the target of a spell or ability, sacrifice it."
    Posted in: Custom Card Contests and Games
  • posted a message on Lovecraftian Gods
    Acually, I really like slumber, I would leave it at instant speed, but you can only slumber them from play.

    <Slumber Cost>: Exile and put a slumber counter on it. You may cast ~ from exile as long as it has a slumber counter on it.

    As long ~ is in play, or exiled with a slumber counter on it, <Effect/ability>

    Just my 2cents. I think this is a good mix of making them annoying to deal with, but not to busted. (I don't think there would be a major problem of slumbering them from the grave and/or hand as well.
    Posted in: Custom Card Creation
  • posted a message on Sentry - Azorius Defensive Keyword
    Incorrect, your attempting to use a noun as a verb.
    Posted in: Custom Card Creation
  • posted a message on Sentry - Azorius Defensive Keyword
    Quote from and they alert your other creatures »
    that there is why the word doesn't work.

    As per Merriam Webster -

    Definition of sentry
    plural sentries
    :guard, watch; especially :a soldier standing guard at a point of passage (such as a gate)

    What you are describing is an action of alerting other guards, and that is fine, but sentry is the wrong word for what you are describing.
    Posted in: Custom Card Creation
  • posted a message on Sentry - Azorius Defensive Keyword
    It's like I said, his ability doesn't fit the definition of the word, call it Rally, or Empower and I can get behind it. Personally, I like the raw ability, but I don't like the name for it.
    Posted in: Custom Card Creation
  • 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
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