Magic Market Index for Dec 28th, 2018
 
Magic Market Index for Dec 21st, 2018
 
Ultimate Masters: MMI Review
  • posted a message on Random Card of the Day: Jareth, Leonine Titan
    I wish they would print an island version of urborg, tomb of yawgmoth. Or it would be too strong?
    Posted in: Commander (EDH)
  • posted a message on Finisher for spellslinger deck
    Uhm, i got some interesting ideas. Thank you all guys
    Posted in: Commander (EDH)
  • posted a message on Cards Most Needing a C19 Reprint
    Please riptide laboratory reprint
    Posted in: Commander (EDH)
  • posted a message on Finisher for spellslinger deck
    Quote from darkeshrine »
    You can always use things like Exsanguinate, Comet Storm, or Earthquake.

    The problem with X spells is that they really require a huge amount of mana... I really wish there was a 7-mana spell with "deal 13 damage to any target".


    The bad thing is that copying them doesn't do anything.
    Well no sorcery is perfect i guess...
    Posted in: Commander (EDH)
  • posted a message on Finisher for spellslinger deck
    I've started to tried a Kess, dissident mage spellslinger deck.
    The deck is really fun, swinging removals and cantrips every turn, controlling the board without being too obnoxious in our low-powered meta.
    The problem is, the deck doesn't really know how to end a game.
    What kind of creatures can be used? Things like gelectrode, except that aren't really weak? Things like guttersnipe but a little more powerful? Maybe enchantments? Right now the best thing i can think about is metallurgic summonings
    And also what kind of instant/sorcery? Without combo or extra turns, it's really hard to find something that close the game when you have almost an empty board.
    Foe example, i cheat a big spell with omnispell adept, thousand-year storm is on the field, Kess is too, ready to cast the spell again... What should i cast?
    Posted in: Commander (EDH)
  • posted a message on For "My Account Was Just Deleted" Users
    I am ilovesaprolings, please restore my account
    thank you
    Posted in: Community Discussion
  • posted a message on What SCG Con Taught Sheldon About Commander And Its Players
    Quote from Xcric »
    well they're suited to craw wurm style magic where no one does anything but poop out a generic creature and march it into someone.


    Maybe that's exactly the kind of player he wants to be?
    Posted in: Commander (EDH)
  • posted a message on Ravnica Allegiance Gallery Up
    Oh no, the obnoxious skittering heartstopper is back...
    Posted in: The Rumor Mill
  • posted a message on Is it too Early to discuss c19?
    They just printed 20 ally-colored commander in the last two set, why do you want more?
    Just give us more wedge!
    Posted in: Commander (EDH)
  • posted a message on Pushed removal for artifact
    Quote from void_nothing »
    ...Sure. A lot of mana rocks are 3 and up anyway, even Commander playable ones, and using this to scourge the table clean of Sol Rings will make you enemies for life anyway.


    Il kills sol ring, mana vault, mana crypt, the signets, lightning greaves, swiftfoot boots, skullclamp, basilisk collar, sword of the animit and many other things... by enemies for life you mean in a good way? XD
    Posted in: Custom Card Creation
  • posted a message on Pushed removal for artifact
    made this with commander in mind

    Iconoclastic Inspiration 2R
    Instant
    Destroy target artifact
    If the converted mana cost of the target artifact is 2 or less, put Iconoclastic Inspiration into your hand as it resolves


    if this is too strong, weaker version
    Iconoclastic Inspiration R
    Instant
    Buyback 2
    Destroy target artifact with converted mana cost 2 or less
    Posted in: Custom Card Creation
  • posted a message on investigate/clue themed legend?
    What if the Sherlock instead made clues easier to crack by reducing thier ability cost to 1?


    That's another great idea, but it still clash with the "amass clues to win" ability
    Posted in: Custom Card Creation
  • posted a message on investigate/clue themed legend?
    Quote from Superbajt »

    Broken in half. If I have 3 clues, I draw 3 additional cards a turn? Clues are really easy to get. I could maybe see it for,T, but it would still be too easy probably.


    With T i guess it can work. You still pay the same 2 that you would pay with clues, but you get to keep them.
    Still, at 4 is still too strong, but i guess at 5 it could be balanced.
    It's very hard to balance such a legend, because right now investigate cards are kinda awful, especially for commander.
    Posted in: Custom Card Creation
  • posted a message on investigate/clue themed legend?
    A lot of interesting suggestions.

    Quote from Manite »

    Way I figure, investigation is usually done when someone or something disappears and/or turns up dead.


    While this makes sense, in the game we have cards that investigates for entering the battlefield, leaving the battlefield, dealing damage, casting creatures and playing lands. So i think that giving such a trigger to the legend isn't the best.

    Quote from Hackworth »
    Spellshapers might be a good idea to bring back, if you're looking for something to do with the extra cards.


    This can be an idea, however i wanted to give it an innistrad flavor, so no spellshapers. Also, there is the danger to make a card-drawing legend instead of an investigation legend.

    So, a detective, our Sherlock usually, what does he do? he:
    1) is able to find more clues than other people
    2) is able to use the clues better than other people
    3) is able to solve the case with enough clues

    This is what the card should do... and it isn't easy. 1 and 2 together would probably make the legend to consistent/redundant. We should either focus on 1 (quantity) or on 2 (quality), then give the 3 ability too.

    regarding 1, possible abilities:
    - when you do X, investigate. (honestly, a little bland)
    - when you investigate, investigate an additional time. (little bland, but better)

    regarding 2, possible abilites:
    - when you investigate, draw X more
    - sacrifice X clues, do X
    - you clues gain an ability, for example "t: add 1" or "t: draw a card"

    i'm liking the 2 abilities way more than 1. regarding 3, i don't have ideas other than "with enough clues/draw, win the game", but you have to balance the need to sacrifice the clues with the need to hoard them, and to balance the "investigate matter" with the "draw matter". I don't want enter the infinite to become the best investigate card with this guy.
    So, my ideas:

    Sherlock, Inspector of Gavony 1WUG
    Legendary creature - Human Scout
    You have no maximum hand size
    Whenever you sacrifice a clue, draw two cards.
    At the beginning of your upkeep, if have twenty or more cards in your hand, you win the game.
    1/4

    Sherlock, Inspector of Gavony 1WUG
    Legendary creature - Human Scout
    You have no maximum hand size
    When you investigate, investigate an additional time
    At the beginning of your upkeep, if have twenty or more cards in your hand, you win the game.
    1/4

    Sherlock, Inspector of Gavony 2WUG
    Legendary creature - Human Scout
    Clues you control have "2, t: draw a card".
    At the beginning of your upkeep, if you control thirteen or more Clues, you win the game.
    1/4
    first version
    Sherlock, Inspector of Gavony 1WUG
    Legendary creature - Human Scout
    Clues you control have "t: draw a card".
    At the beginning of your upkeep, if you control thirteen or more Clues, you win the game.
    1/4

    Sherlock, Inspector of Gavony 1WUG
    Legendary creature - Human Scout
    Sacrifice a clue: add 1.
    Sacrifice three clues: exile target creature
    Sacrifice five clues: counter target spell.
    Sacrifice thirteen clues: you win the game.
    1/4

    I'm liking the last two the best, What do you think?
    (power level may need rebalancing)
    Posted in: Custom Card Creation
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