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  • posted a message on CCC&G Pro Tour Information & Discussion Thread
    Quote from MDenham
    Just a heads up to people: We'll be starting the Third CCC&G Pro Tour in a week or two, allowing for a few things to get fixed in the meantime (...such as the spreadsheet, and letting the May CCL finish up).

    I'll put up the initial thread for confirmations and the scoreboard later today, however. So ensure that your body is ready!


    Super excited about this! Can't wait.
    Posted in: Custom Card Contests and Games
  • posted a message on [[MM]] DailyMTG Spoilers 6/3 — Everything!
    Here's a full list of rarity changes:

    Common up to Uncommon:


    Uncommon down to Common:


    Uncommon up to Rare:


    Rare down to Uncommon:


    Rare up to Mythic rare:
    Dark Confidant" target="blank">Dark Confidant
    Posted in: The Rumor Mill
  • posted a message on [Card Creation League] June CCL Round 1 — Reality Shaping
    I'm on Team Narcomoeba and I'm designing a setting-coherent answer to the mighty Quagnoth.

    I don't have much to go on about the setting Quagnoth inhabits, but I'm imagining it as a set with magically hyperevolved predators surrounding small encampments of hardy survivors. It's a kind of Jund/Zendikar mashup with a bit of dinosaur-world in there too.

    Anyhow the natives know how to deal with this sort of thing: Lead the beast on a wild goose chase to give you time to escape.

    Rabbit Run
    W
    Instant (C)

    Return target blocking creature you control to its owner's hand. Creatures that were blocked by that creature this turn don't untap during their controller's next untap step.

    Keep running, don't look back, and hope that you can remember the way home.
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] June CCL Signups — Time Distortion
    Well, this swamp seems perfectly sa-ARGH****AQUAGNOTH!
    Posted in: Monthly Contests Archive
  • posted a message on [New Info] You Make The Card 4 Weeks 3 & 4: Enchantment Color
    Quote from Belgareth
    It's a clear something alright .... I think clear farce fits better than clear victory though.
    Seriously either they assume the public are so stupid they don't know how to click buttons or they don't have any faith in their technology.
    After all this is not like paper voting where you do get miscounts.
    Yes before anyone pipes in ,I am very aware of statistical ties having studied further Maths, however this is not a case where it should be used and wouldn't have been if enchantment had won first time.


    The poll was open for a week and had a gap of 0.03%. That's about ~3 minutes worth of voters difference in 10,080 minutes. Closing the polls 5 minutes earlier or later could easily have swung the vote the other way.

    There's no agenda here, the options were just too close to call. A real election this close is usually either headed to a run-off or a lengthy recount - and not just because of miscast / miscounted ballots, either. Accusations of stupidity and/or conspiracy are unfounded, unreasonable, and unnecessary.

    I voted for creature in the initial poll because I liked the openness of the type and what we could do with it. I voted enchantment this time around because I felt we had more satisfying options available than we would for land.

    I'm up in the air on which colour would be best here. I am tempted by the suggestions for black or red, though, as they haven't had a YMTC representative yet.
    Posted in: The Rumor Mill
  • posted a message on Favorite Card *ART* by Artist *CLOSED*
    Because it's odd and kooky and because I'm biased anyway, I'll vote for the SOM Wolf token (companion to Sword of Body and Mind).

    HM: The MTGO Black Lotus.
    Posted in: Opinions & Polls
  • posted a message on Updated Trigger Rules.
    Quote from darkensaga
    This, a thousand times this. FNM and the like are supposed to be a casual and educational form of magic for the community and an entry point for beginners where the focus is on having fun and not on rules lawyering. I fully understand the trigger rules as a PTQ scrub but I like fnm level games to be a non-competitive environment where I can sit down and not have to worry about every little rule that I or my opponent can 'game'. This is by far a mistake and I feel that if this is the goal just make any and all beneficial triggers may effects.

    Also I find it funny that they assume that every FNM has a certified judge, most I ever go to only have a rules adviser at best.

    For the other trigger clarifications I find it nice, but I still think it's funny that it's a pure judgement call on whether some situations are considered cheating.


    You've misunderstood a couple of things.

    First of all, we don't assume that every FNM has a certified judge (although that would be lovely). However, every sanctioned tournament does have a judge. The Tournament Organiser is by default the Head Judge.

    Secondly, the entirety of the Regular REL document is 2 pages long. This is why certification isn't required or expected.

    Finally, you have misunderstood how this policy works at Regular REL. It's almost exactly how it was before - your opponent can not make you miss a trigger or not let you get it if you don't announce it exactly when you should. You just have to remember it at some stage and, provided it's not ages later and too disruptive, it will happen, just like before. The only change is that now you don't have to try and remember all your opponents' triggers as well as yours.

    The kind of competitive play you describe does not get introduced to Regular REL by this change.
    Posted in: The Rumor Mill
  • posted a message on Updated Trigger Rules.
    Quote from marinermichael
    I guess I wasn't clear . . . she draws then tries to transform her card but isn't allowed since it is past her upkeep.


    Just wanted to reassure you about your wife playing FNM - if she misses a trigger at FNM, which is Regular REL, then she may still get the effect if it's a reasonably short time later that the error is discovered. She should speak to the judge running the event.

    The only change at Regular is that her opponents aren't required to help her remember her triggers; she'll still get them if they are remembered at or close to the "correct" time. So no one will gain anything by jumping on her small errors.
    Posted in: The Rumor Mill
  • posted a message on Updated Trigger Rules.
    Quote from LadyLuck
    I personally dislike this change on the "no visual representation" triggers. As far as I can tell they have in many ways just reverted them to unmissable triggers.

    If my opponent swings in with a Pyreheart Wolf, forgets his trigger and thus doesn't acknowledge it, we can agree he should suffer for forgetting his trigger. But we seem to think if he swings in, knows about the trigger and doesn't acknowledge it, he shouldn't be punished. But the fact of the matter is, these two scenarios are nigh indistinguishable until AFTER I have had to make strategic decisions contingent on whether or not the trigger happens. Given that trying to ascertain whether the trigger was missed is highly likely to inform the opponent of the trigger, I can either 1. Flash in my Resto Angel, hope to god the opponent isn't setting up their own "gotcha" and announcing the trigger after the fact or 2. Ask them, and thus probably remind them of it and guarantee the outcome in the process. The document states one should assume the trigger wasn't missed, so I'm likely going to have to do just that. As a result, their will be lots of scenarios where these triggers are unmissable, for all intents and purposes. That seems counter to the goals they had when they made non-visual triggers missable in the first place.

    Also, for the people talking about the exalted creature example...what happens when they don't announce exalted, but then decline to state the P/T of the creature? Under the MTR creature P/T is considered derived information. As such your opponent actually isn't obligated to tell you it's P/T at comp REL.

    I personally feel it would be simpler to just state that non-visual triggers are unmissable. Then I would be able to know for sure what a Qasali Pridemage's P/T is when he swings in alone, not feel discouraged from asking my opponent about it, and thus be able to make a strategic decision (block, removal spell, etc) with reliable knowledge of the outcome. As it stands, if I block with my 2/2 it might trade, it might chump; I might take 2 or 3, which could be the difference between lethal or not; he might gain 2 or 3, which could be the difference between whether I should StP him, or their utility dork to allow for a crack-back for lethal. I really don't like playing a game for which the rules can't tell me what the outcome of a given action will be.


    To clarify - invisible triggers like Exalted aren't unmissable; the effect of the new policy is that judges etc. won't assume that such triggers are missed without a clear indication of it.

    Quote from eron »
    There have been players that have abused of the new rules and the obligation of declaring every triggered ability EVERY TURN (specially attack triggers) and tricked their opponents.
    I.e: I'll let your Knight of infamy unblocked taking 3 every turn until you omit declaring the exalted trigger (or its power), and when that happens I'll block with my Avacyn's Pilgrim to kill it. Missplay? This is cheating.


    This doesn't work how you describe under the new rules. If I haven't made any explicit statement about my Knight and you block with a Pilgrim, then when damage resolves I don't put my Knight in the bin because he's a 3/2, I'm free and clear. If I state that the Knight is a 2/1 or treat it like one (in terms of it dying or assigning 2 damage), then only then I have missed the trigger.
    Posted in: The Rumor Mill
  • posted a message on Updated Trigger Rules.
    Hey. Looks like most get the concept of what we're going for with these rules and support it. If you have questions comments etc. then ask me in thread or via PM.
    Posted in: The Rumor Mill
  • posted a message on The Second CCC&G Pro Tour — It's Over!
    Here's the final MSE set, with all attributions (hopefully) correct.
    Posted in: Custom Card Contests and Games
  • posted a message on The Second CCC&G Pro Tour — It's Over!
    OMG! I won!

    Thanks all. An unexpected and very welcome surprise. Thanks for your votes, input, and company over the last couple months, it's been a blast.

    Congrats also to Gerrard's Mom Smile
    Posted in: Custom Card Contests and Games
  • posted a message on The Second CCC&G Pro Tour — It's Over!
    Blue's identity in this setting is clear: government agents, spies, and jailers, with a lot of 1984-style invasiveness underlying it. Your commons do a good job of carrying over that flavour for the most part, especially stuff like Thought Agent. I would be concerned that Paycheck is too strong and this level, as the full converted mana cost of the card is refunded, leading to a sort of Urza block free-spell variant. Stuff like Deconstruct is one thing, but with the ability to spend the returned mana at any stage, I'd feel this was doing too much. Failed Escape worked for me for the most part, except that it will be a straight-up blue Murder a little too often for my tastes. I understand that blue gets both these effects, but putting them both together on one card can make for a result that doesn't feel blue. See for example a card that gave -5/-0 and then switched P/T - both blue effects but the final outcome is very much not blue.

    Suppression Squad is a great economical use of words to produce an uncommon with complex, varied gameplay and I felt like the uncommons were a good, natural continuation of the commons. I enjoyed the flavour link you made to make Fogstep Dandy, as both temporary hexproof and the Fog Bank ability make sense with this flavour. Asylum Wing was good but felt like more of a rare than an uncommon, as its a win condition all by itself even without proliferate.

    The rares came together quite nicely, and your addition of Prophetic Vizier was good as a simple rare death-matters card. Profit Drain on the other hand has a strictly better effect than Mana Drain, and given how aggressively you've costed it I don't think it's printable as is.

    Whip Kraken was an alright mythic, but the attack trigger didn't feel sexy enough for a mythic.

    I liked the respect you accorded to some of the problems you had - your overlook of the CMC problems and identification of Street Muggers as problematic were positive, and I really respected your choice to keep the flavour of the mugging card the same. Eviscerating Slash is a good black combat trick, and black doesn't often get many tricks but the power-only nature should prevent this ever being better than a 1-for-1 outside of Walls. There's probably just a little bit too much kill in the commons of this colour.

    Adding a Swamp rider to Hired Assassination was a good spot and in line with precedent (Horobi's Whisper etc.). The heavy use of gold, wither, etc. felt right. However, I didn't like having Uiat Corpselooter and Uiat Interrogator at the same rarity, as they feel too similar and I'd struggle to keep them separate. Would work better as a vertical cycle. There's also probably a little too much removal here in total now.

    The rares are a nice set, with some good variety of effects. 4 creatures and an enchantment did feel a little much, though, and I would've liked to see a creature bumped for a spell of some kind.

    Your Demon Wizard has a strange creature type. The name also sounds more like a sorcery than a creature. The use of haste here felt appropriate to the flavour however and the combined package felt appealing, if a bit too similar to Massacre Wurm. Feast of Souls hands out lots of -1/-1 counters just like Demonic Fury, and also punishes your opponent for having creatures that die just like the Uiat creatures and Fury. This felt like too much of the effect to me.

    Six Lash Whip is a variety of repeatable removal at common, and from your black designs I really don't think the set needs more. I liked Currency Cipher but the wording is off, and should probably be more like "Spend a gold counter, T:".

    Chalice of Plenty is a neat execution on having a card that taps for 1.5 mana, which is a fine goal. I think the templating here is off, and would personally have used:

    T: Add 1 to your mana pool and put a charge counter on Chalice of Plenty.
    T, Remove a charge counter from Chalice of Plenty: Add 1 to your mana pool and you get a gold counter.

    Cell Skulk made an appealing little combat Looter, and I think the addition of the ability to chump and loot is a good one. The change of Vicious Mugger to a pinger is a good one, but creature pingers should basically always be uncommon or higher these days. Breakout was good flavour but could be pushed a bit more on power level. I don't think the cantrip on Building Ransack was necessary or a good idea; the power level was fine as-was and it's now not unusual to have this net you mana and not cost you a card.

    Luddite Disabler is a stroooong red card, given how well Frenzied Goblin did. Even without any other Rebels, he's a potent weenie. Raging Mutilator is a very efficient guy but probably just about within limits. I really like Paramount Wurm and the use of colourless costs in this set is obviously good. Confidence Trick lets red get straight card advantage from an empty hand, which has been stated to be against the idea of red looting. From that basis I'm not a fan. I also enjoyed your "Grim Poppet pants" Aura. Battle Furnace was a little too parasitic for me; I like the uncommon build-around red enchantment as much as the next guy but I also like it when there's a more open-ended condition, like sacrificing.

    Your rares show some of red's splash and excitement, and include the required Dragon sitting on a Smaug-ish hoard. I don't know that a one-sided Armageddon variant is a good idea, even when it is linked to power, and think that Province Razing's not a good plan for people to have fun. An X spell is another obvious and good place to go for a gold counters set, and your double-up reward for using excess gold is great. I am glad that you didn't let this target players as otherwise it just kills people very easily, and isn't as exciting.

    I really loved Heat Twinning. This kind of Mirrorworks / Heat Shimmer mostly attacks as a sort of Fervor, because you get to attack with guys the turn you make them. But you can block, too. And then through haste guys and ETB / dies effects into the mix, and you have a simple but potent Johnny rare. My only hesitation is having this at mythic instead of rare. However, overall, nice work. Luddite Leader is a powerful tool potentially, but the 1 toughness body is a little offputting. Having both mythics rares have haste is also a little weird.

    The random singleton Imprint card really clashes and is not a good pick. The card itself is fine, and even quite exciting, but this isn't the set for it. I think from your comments that this was a C+P job and that the ability word is erroneous, but it's still not really in keeping with what this set is about. Your Wall is a real beating in Limited, with the ability to pay 2 for a -1/-1 counter to the destination of your choice, and the first 6 activations discounted to just 1. I really don't think this is a card that any set wants on that basis.

    I liked your use of a Wither Spider, and this was a solid change to my original design. I do worry that only one of your green creatures has P>T, though. The mini-Invoker design on Irigo Circle Wrecker was good, too, given the gold counter mechanic. Making Vines able to attack by removing counters adds some odd tension when it has multiple counters - should I attack once for as much as I can, or multiple times for 1? By only having 2 power, however, this is wasted a little, as most of the time I don't care if I'm attacking with it or not. The addition of Wither to Unfair Fight was obvious but well spotted.

    Uncommon has three Oozes! As much as I love them, for a small set that is rather a lot. Also Ooze tokens are more usually X/X than 2/2, but I realise that was handed to you. I like a lot of your other changes. Ooze Embrace as an Aura is a nice idea, and Scar Swallower is a nice combat king for a 1-drop. I'd be a little concerned having Scarmass Troll at uncommon even at 5 mana, as he's a real smashing, but I think it's probably just about OK.

    Acid-Ooze Armor is pretty stompy, and double Anthem is design space that needs doing sometime. WotC obviously decided to skip this so they could surprise everyone with Collective Blessing but your version feels fine, but is probably a mana too light. I like the pushed Calcuvore, and would be interested in trying to make him work at this cost. I am not convinced by Sarvas Circle Survivor because I remain unconvinced by the whole Rebel subtheme. In particular, if you're going to do Rebels, I think they either need to conform to the white library-searching precedent, or break from it entirely. This kind of half-way house leaves me a bit confused as to what direction the Rebels are going in.

    Praetor's Counsel is a smashing in Casual and occasionally shows up in Constructed, so a mythic that is better a large proportion of the time (having the pick of graveyards instead of just yours) is a bit of a push, especially for the exact same mana cost. I understand that you removed the hand size limit clause, but it didn't do enough for me. I enjoyed Bide counters and steadily growing Overruns and your comments on the play pattern made me smile Smile

    Liberation Angel is a great white mythic and makes me wish I'd thought of it. Really excellent stuff. Telepathic Scan on the other hand makes me feel dreadful as both a player and a judge. The spell is pretty weak (knowledge of cards past the first 4-5 is usually irrelevant) but resolving it will still make me feel obliged to try and remember / note down more than that. Searching and not shuffling is also asking for trouble in the real world. What am I supposed to do if a player does shuffle by habit when resolving this? Or just moves a card around subtly so I don't notice? Not a mechanical concept that needs to be printed.

    Picking a vote was immensely difficult, as all four submissions were strong and had done good work, but had a few flaws. Took me a lot of thinking to get to a conclusion I was happy with.

    Anyhow when all is said and done, I give my vote to:

    Ninja Caterpie. It came down to you and Kool Koal, and I felt you'd done about as good a job as one another, but I know from having done it one week how hard green is in this set. I think that getting equal outcome from the hardest colour is enough to push you over the top for me.

    Finally, I wanted to thank Megiddo for all this awesome fun I've been having with this. I know from how long it took me to do my parts of this challenge how long it must have taken you to do the organising of it. Thanks a lot to you, and also of course to Prophy for the setting / baseline mechanics Smile
    Posted in: Custom Card Contests and Games
  • posted a message on The Second CCC&G Pro Tour — Final Round!
    Quote from Gerrard"s Mom
    I can change Dispatcher's Senses to something if you need an Aura cycle. I didn't include any hosers, am I supposed to?
    There should probably be a common "gold instead of mana cost" cycle?


    Up to you, but there are potential cycles for: Common Auras with death triggers; Uncommon enemy colour hosers; and your proposal.
    Posted in: Custom Card Contests and Games
  • posted a message on The Second CCC&G Pro Tour — Final Round!
    Incidentally, my suggestion was more "Auras with death triggers" than "proliferate everywhere". Realise upon re-reading that it wasn't so clear what I meant :p

    My current WIP submission has an example of a white card for this cycle.
    Posted in: Custom Card Contests and Games
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