My issue with Hillrazer Regent is how easy it is to use "more lands than you" effects even in the absence of ramp. Knight of the White Orchid isn't a very difficult card to use, especially on the draw. With The Ur-Dragon as your commander and a turn 1 Sol Ring, you can play this on turn 3 before your land drop, which will most likely send opponents who went before you in the turn order back to turn 2. Heck, turn order is irrelevant if your turn 2 land drop happened to be a bounceland or borderpost. This also brings to focus the fact EDH has a great deal of non-land ramp, which makes this type of hate easy to abuse.
Borderswapper is similar to Fall of the Thran, so the only issues are the implications of a colorless Armageddon, which will most likely not be that much of a problem given the cost.
Tectonic Disaster is a very elegant piece of design, and it's my favorite of the cards you've presented here. My only concern is memory problems, given that it counts an entire turn cycle for everybody. Lots of lands entering the battlefield followed by a busy turn of untapping, reorganizing, and casting could make the lands that this cards would destroy difficult to remember. Would it kill the card to target a player instead, which at least allows this card's caster to mentally note what lands would be destroyed?
Master's Acquisition's cost makes it far too narrow to be of use. It requires players to put lands onto the battlefield by a means that uses the stack, else it becomes a very expensive Moonhold. This restriction would make a cost reduction rather safe, as the card's only uses outside of hate are some extremely mana-intensive combos such as with Warp World and The Great Aurora.
Snare Hunter is fine. It punishes budget multicolor manabases almost as much as it does ramp, so the symmetry can be thwarted by a bunch of ABU duals and fetchlands. Sometimes it'll just be an evasive 2/1, though, which isn't the most imposing thing in EDH.
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BlazingRagnarok posted a message on A Few Anti-Ramp CardsPosted in: Custom Card Creation -
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Terminus Edge posted a message on Think AheadThink Ahead - 2UUPosted in: Custom Card Creation
Sorcery
While you're searching your library, you may cast Think Ahead from your library.
Draw two cards.
Panglacial Wurm has an interesting effect, and I'm surprised it hasn't appeared on any other cards since. Especially something this simple where the card's name writes itself. -
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BlazingRagnarok posted a message on Charmpelt Stag and SiftI think the only design problem with the stag is that isn't really the usual type of mana acceleration that green gets. Typically the split between green and red mana acceleration is a gap between long and short term priority. It isn't a total departure, though, since green does get ritual-style ramp every once in a while.Posted in: Custom Card Creation
Sift just seems really inconvenient with a large graveyard, since it ports all of the bother of shuffling into graveyard interaction. Heaven forbid that sift and graveyard order-matters cards ever cross paths, at which point you'd need a more sophisticated method of randomization with a large graveyard. In terms of power level, it's a little difficult to compare to a cantrip. On one hand, mechanics like cantrips and explore never really miss because you always get something out of the ordeal, even if that something isn't what you want or need. Sift has a chance to whiff outright or fish up something useless, but, with proper deckbuilding and support, it can also get you what you want with a high degree of accuracy, much like Tasigur, the Golden Fang. -
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user_938036 posted a message on Flying VikingsJust because flying is a major theme doesn't mean red or green need to actually fly. They have their own way of interacting with flying creatures so you just need to play up those aspects. Something wizards has regularly failed on is having enough hate in conjunction with their theme. They usually want a sets theme to over power previous sets so the new set gets hate for the old set and there is little are for the new set. With a custom set you sent sculpting a standard environment but a stand alone item so you can play up red and green's hate to convey how they function in this world.Posted in: Custom Card Creation -
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void_nothing posted a message on Flying VikingsI don't think auramancy with a parameter would be overpowered; it's not as though there are super-strong Auras with no mana cost like the mandatory suspenders that could be cheated out due to having CMC 0. Auramancy existing would be a concern in making cards like that in the future, but that's such a narrow category of design that I don't think it would even be worth worrying about. In any case, I think it'd be okay to have a combo like that exist in non-Standard Constructed formats, but we're so deep in hypothetical territory here that I think I should move on.Posted in: Custom Card Creation
One thing to think about is the amount of color bleed in green (and to a much lesser extent, small creatures in red) that would be necessary so that everyone gets some flying love. -
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Deaucalion posted a message on Flying VikingsI've been toying around with an idea for a set: "Viking world" meets "sky world" i.e. there is a giant floating tree, with different regions on different branches, and vikings use the levitating wood of the tree to make flying long-ships i.e. FLYING VIKINGS!Posted in: Custom Card Creation
I'm looking for ideas and opinions on the organizing principles for a set like this. For example, Theros was built on the triad of Heroes, Gods, and Monsters. How would a Norse set be organized? I have some ideas for mechanics and themes that I want, but I need a few more ideas to fill in the gaps.
Here is what I have so far:
Auramancy(When this creature enters the battlefield, you may cast an Aura on it from your graveyard)
Auramancy shows up in all colors but is primarily in white, green, and red. Functionally, it's kicker. It's presence means that the set has more Auras, particularly ones that can replace instant and sorcery effects in limited decks.
Keyword Action: Levitate(Until your next turn, you can't be attacked unless half the attackers have flying.)
Levitate is in white and blue, and it's an iffy mechanic. Originally it was just a temporary moat effect, but I'm worried that is too powerful. I'm trying to find a way to make flies significant without warping the limited format around them.
Other structural notes:
- There are a couple of flying longship vehicles to make sure all colors have a bit of access to flying.
- I noticed that there are a lot of animal pairs in Norse mythology, and I became interested in a small theme around pairs of duplicate cards. Blue/Green seems like the natural home for this.
- I'm messing around with Bird tribal in blue/black.
- Overall I'm not sure what black wants to do.
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Subject16 posted a message on CCL February 2019 - Round 1: HomecomingI'll take Alara. There's so much potential on that world.Posted in: Monthly Contests Archive
Shimmering Skythrash 3UR
Artifact Creature - Viashino Warrior (Uncommon)
Radiant — Whenever you cast a spell with a color other than one of Shimmering Skythrash's colors, Shimmering Skythrash gains flying until end of turn.
1G: Shimmering Skythrash becomes the color or colors of your choice until end of turn.
No longer do the skies of Jund belong to the dragons alone.
4/4 -
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void_nothing posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleDammit, I was so sure AtlasNova would take it that I was gunning for HM, but I overshot...Posted in: Custom Card Contests and Games
Hoping to make this a quick one, judging in 24-ish hours if there are enough entries. -
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BlazingRagnarok posted a message on Enemy Set Mechanics: UR and GUI really liked what I was reading until I got to the point where you decided to tack the artifact thing onto Duplicate, at which point I went "wut." You're repeating the exact same mistake you made when you tried to drag artifacts into your RW color pair.Posted in: Custom Card Creation
Unless the whole set has an artifact theme, like with Kaladesh and Aether Revolt, mono-green cards have no business with artifact synergy because artifact mechanics are so low of a priority in green's color pie that they require a high level of set-wide saturation to be justified. Unless you want your GU color pair, particularly mono-green cards, to have artifact synergy of its own completely independent from other color pairs, I would not recommend having Duplicate make artifact copies.
Inter-pair wedge synergy is great, but you want to achieve it via organic means, not by having one color pair take over its neighbors. Artifact creatures with duplicate are a good solution, but green creatures that spit out artifacts for the sake of red cards are not. - To post a comment, please login or register a new account.
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Creature – Human Scout (U)
When Cache Retriever enters the battlefield, you gain 2 life and draw a card.
2/3
Kitchen Finks Filigree Familiar Rogue Refiner
I'm not sold on the name. Maybe: Intuitive Survivalist?
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Artifact
Whenever you cast a white or red noncreature spell, Dragon Totem becomes a 5/5 white and red Dragon creature with flying until end of turn.
2WR: That next instant or sorcery spell you cast from hand this turn gains rebound.
IIW: Nonwhite Timely Reinforcements variants.
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Overall, I don't dislike reminisce, and I find it flavorful, but I definitely want to see more cards and understand the rest of the environment in which they would live.
Also, Storytelling Ritual could use a templating adjustment.
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Land
Whispering Canyon enters the battlefield tapped.
T: Add G, U, or R to your mana pool.
GUR, t, Sacrifice Whispering Canyon: Create a 4/4 green Elemental creature token with "When this creature dies, manifest the top card of your library.
Land
Shifting Treeline enters the battlefield tapped.
T: Add G to your mana pool.
2UR, t: Draw a card if you control a creature with power 4 or greater. Otherwise, draw a card, then discard a card.
Land
Qal Sisma Refuge enters the battlefield tapped.
T: Add G, U, or R to your mana pool.
Formidable – T: Target creature you control gains indestructible until end of turn. Activate this ability only if creatures you control have total power 8 or greater.
Land
Frontier Crossing enters the battlefield tapped.
T, Pay 1 life, Sacrifice Frontier Crossing: Search your library for a Forest, Island, or Mountain card and put it onto the battlefield. Then shuffle your library.
Land
T: Add C to your mana pool.
Ferocious — T: Add GG, GU, or GR to your mana pool. Activate this ability only if you control a creature with power 4 or greater.
Land
T: Add C to your mana pool.
GUR, T: Target creature you control with power 4 or greater fights target creature an opponent controls.
+
Land
T, Sacrifice Expanding Empire: Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
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Legendary Creature – God (M)
When God of Eternal Blessings enters the battlefield, if it was cast, scry 3, then draw three cards.
When God of Eternal Blessings dies, exile it with five time counters on it and it gains suspend.
Whenever a time counter is removed from God of Eternal Blessings, you gain 4 life.
5/7
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Sorcery (R)
Search your library for up to X basic land cards, where X is the number of lands you control with different names, and put them onto the battlefield tapped. Then shuffle your library.
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I picture creatures going on the attack through a forest in order to get to you and because of that, those creatures stir up some Dryads. Simple enough. Is it the type of support Dryads are looking for? That's hard to answer definitively. Yes, you want more cards to play more cards but every tribe wants that and so it has a slight generic feel to it. I would have like to have seen the word "forest" used somewhere on the card. Something akin to Lost in the Woods would feel more like a Dryad ability.
Sheoldred
Great job on this. I love everything about it except the name. It's super close to capturing the design but, for me, it's not quite there. If the name is going to be my only nitpick then I think you designed a pretty good card. It functions perfectly as a support card for Germs. Granted, more Germs need printed but that doesn't take away from the possibilities this card brings to the tribe. Spawning Engine also hides the design challenge behind it's simplicity. I don't see any sign of forcing the challenge through. Nice!
JimmyGroove
I was this close from choosing Surrakar over Mercenaries. I'm glad someone did. Even though there are only 4 of these creatures, I do feel like there are enough of them as well as enough wikiable info on them to have landed on more appropriate modes for this charm. The closest mode to an existing Surrakar effect is mode 3 part 2 with being unblockable as one of them has intimidate.
Ava
A few templating and typo issues here and Gremlins have a little support already but not much. Gremlin Problem is a useful card but this design doesn't wow me.
Kjsharp
Definitely don't see a lot of support for these guys and your flavor design is one the money. Everything fits great together in terms of flavor but this ability, even at 5 cmc and 3 colors, would be busted by someone...and I love that!! It's perfect for this whole mythic design. A clear pleasure went into this design.
TheDrB
You've captured the challenge requirements but the card could use a few more rounds of changes.
1. Sheoldred
2. kjsharp
3. Willows
A fun challenge. I've learned a lot from the entries that reach a higher quality and I've learned just as much from the weaker designs. Thanks to everyone for educating me a little more this week!