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  • posted a message on Radiant's Last Stand & Intrepid Hero's Resolve
    Angel's Mercy is also a completely garbage card and Lone Missionary exists and is more abusable as a creature. Gains more than half the amount of life and costs half the mana. Birth of Meletis also exists as does timely reinforcements. 7 may be a tiny bit high but it's definitely not implausible.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    Okay so saying the effect should be red got it. I'm not fully in agreement that becoming a copy is the red sort of chaos. Red's copying is usually in temporary token form. Kiki-Jiki, Mirror breaker or felhide spiritbinder. But in doing a quick search I saw that WotC disagrees with me in the form of Tilonalli's Skinshifter so I stand corrected. Seems fine as hybrid after all which was really my only hang up with the card.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    Nevermind the technicalities. I just rolled it back, this preserves more aspect of challenge anyways.

    It is hybrid for flexability, in that other colors are able to diversify their structure without having to include off colors.

    For example, Red White can run this without Blue. Green Blue can run this without Red. This is great for play value.

    That's why I was raising the question though. It can be run in decks without blue but I'd argue this effect is pretty much explicitly blue, and it feels strange seeing it on a card that can be mono red.

    Are you arguing that the effect should be available to red or that having hybrid blue justifies the card? I really like the design fwiw, I just think it should be a mono blue card.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    For it to trigger, the imprinted card is already on the stack as spell, yes?

    Almost. The activated ability is what puts the spell on the stack. So when you activate it the ability to put the spell on the stack goes onto the stack, but as RosyDumplings has been explaining the triggered ability resolves first and shuffles in while the activated ability is still on the stack.

    Activating the ability doesn't put the ability on the stack immeadiately. It creates an activated ability that will then cast the spell, putting it onto the stack.

    Edit: too slow. Also can I ask why unstable identity is hybrid red and blue?
    Posted in: Custom Card Creation
  • posted a message on The Official Cube Discussion Thread
    Question for all of you, in the pandemic era have you found an online program for drafting you like? I've been mostly doing rotisserie because it avoids the question all together but it would be nice to be able to do proper drafts. Thanks in advance!

    Putting together a budget cube and coming to the conclusion that the lands will probably have to be peasant-style tap lands (Tri/Vivid/Thriving my top 20 picks due to versatility in draft). If I'm aiming to support 2 color decks (but not really more colors) how many more cycles would you recommend adding? 0-2 more sounds reasonable to me (likely the bounce/scry cycles), but having trouble making up my mind.

    Which do you prefer, the bounce or the scry? Could the signets reasonably fill the role of 3rd cycle of fixers? Alternatively springing a part of the budget on the man lands as lands that aren't too expensive and may survive the transition if I ever decide to de-budgetize the cube?

    Any budget colorless lands anyone really loves (I didn't really see any on first glance)?

    On the off chance you're still looking for replies to this two weeks later I am a big fan of the scrylands. The creature lands are also mostly quite good too. They're the two strongest cycles of always tapped duals.
    Posted in: The Cube Forum
  • posted a message on Unstable Identity & Isochron Crystal Ball
    I will just quickly add that cards in library aren't considered card advantage. It's specifically about cards in hand. Cards returning to library is generally considered a very marginal benefit because the vast majority of games end before most of the library is drawn. So reshuffles are considered to be almost irrelevant because they so rarely matter.

    Edit: I think that Unstable Identity should probably be a mono blue card. I don't love the idea of it as a mono red card which the hybrid mana forces me to consider.
    Posted in: Custom Card Creation
  • posted a message on Realm of the Elderlings legends
    Thanks for the feedback Reap.

    Fitz having a death trigger is definitely a nod to the novels. Agreed it shouldn't be overused but I think it's appropriate for the character in question. I don't love the idea of a card that interacts with the monarchy without granting it but I actually really like the idea of him denying the monarchy. That's probably a better fit for his flavor. Might tinker around with him for a bit.

    While ~ is on the battlefield you cannot lose the monarchy.
    When ~ dies you become the monarch.
    When ~ attacks you may have it fight target creature.

    Now we have haste for his recklessness, defending the monarchy for flavor and a black concept (greedily protecting the monarch) and then fighting to capture his berserker nature and recklessness in one.

    I should have given The Fool a subtitle or gone with Beloved, The Fool as the card name. He's definitely not the concept of the fool, but a jester/fortune teller specific to these novels who goes by "The Fool". Unlike the broader concept he definitely doesn't fit the black section of the color pie at all being a character defined by selflessness or at least continuously choosing selflessness against his wishes. I considered the creature type shapeshifter but it's not quite right. Rogue might work but it would have to be rogue and shaman because he is defined by his branching visions of the future and trying to alter which path the world takes.

    Kennit is definitely in a weird spot right now. I was trying to capture his masochism and greed but I didn't quite hit the right design.
    Maybe he could be a BB 1/1 with the same ability. That would have him come down earlier and be more likely catch early in the game damage. Plus BBBB is a really ugly mana cost to not be a super flashy card. I like that sometimes it will be a huge risk to choose to draw the card and that you often won't be able to. Sort of an aggressive take on Ad Nauseum rather than a combo one. My main concern would be is it too good with blood artist style of cards.

    I was basing Tintaglias's cost on Agent of Treachery. She's a bit more narrow in terms of stealing though but has better stats and a tribal benefit. Felt like a reasonable tradeoff. Plus I'm old school and think non baby dragons should be expensive.

    @Rowan Thanks for your feedback too. The white was in mind mind for flash (and flavor). I always forget it's technically in red's color pie for creatures. Would it be reasonable at 1WR mana or is that still too pushed? I'll have to try and think of something to make the card more white. Definitely want it to be a WR card but need to rework it mechanically.

    Althea was definitely designed to be a bit of a johnny card. Similar to a harmless offering effect. Just a bit off kilter to get the creative juices flowing. Though maybe too aggressive in effect to be interesting to Johnnies. As for being a pirate or not I'm a bit torn on that for flavor reasons. She sort of eventually becomes one but most of her journey is defined by hating a pirate and working to stop one. She's a sailor but not a pirate really.

    And wow. I completely missed the mark on kennit. I thought tying it to opponents life loss would make it nowhere near those cards, but if it's drawing those comparisons I clearly completely misjudged him.

    And that makes sense on Tintaglia. Definitely wanted a trigger on herself as well as other dragons. Too pushed with the haste though. A 4/4 probably makes more sense.

    Really appreciate your feedback!

    Edit a few more characters.

    Legendary Artifact Creature - Dragon

    ~ cannot attack or block unless a creature has died this turn.
    Whenever a creature you control dies ~ gains your choice of flying, trample, lifelink, or vigilance until the end of turn.

    Verity, King-In-Waiting 1WU
    Legendary Creature - Human Wizard

    Wt: tap target creature.
    5UU: gain control of target creature.

    Burrich, Heart of the Pact 4WG

    When ~ enters the battlefield create 2 1/1 white dog tokens.
    Dogs you control get +1/+1 and have lifelink.

    I know wotc doesn't use shroud anymore but I pulled it out for flavor purposes (he's sealed from the telepathic magic in the novels both friendly and hostile). Preventing flicker shenanigans is just upside in costing him slightly more aggressively.
    Posted in: Custom Card Creation
  • posted a message on Realm of the Elderlings legends
    Took a swing at turning some characters from the Robin Hobb novels into cards. Althea is my favorite of the bunch, I think it really captures her early character.

    Fitz, the Royal Bastard 1BRG
    Legendary Creature - Human Warrior (M)

    Ward 2
    When ~ attacks you may have it fight target creature.
    When ~ dies you become the monarch.

    (The jund colors aren't really justified mechanically unfortuantely. To me he is those colors as a character but I didn't want to jam more abilities into the card)

    The Fool WR
    Legendary Creature - Shaman

    When ~ enters the battlefield you may change the target of target spell or ability with a single target.

    Althea, Headstrong Sailor 1RB
    Legendary Creature - Human

    When ~ enters the battlefield target opponent gains control of a permanent you control.
    As long as an opponent controls a permanent you own creatures you control have haste.

    Kennit, the Storm BBBB
    Legendary Creature - Human Pirate

    Whenever an opponent loses life you may pay that much life, if you do draw a card.

    Tintaglia, Sapphire Queen 3UURR
    Legendary Creature - Dragon

    Flying, haste
    Whenever a dragon enters the battlefield gain control of target creature.
    Posted in: Custom Card Creation
  • posted a message on Land animating aura
    Could be prowess for island if you're wanting to change hexproof.

    I think it could probably cost 2G because it effectively costs 4 mana thanks to needing an untapped land to attack that turn. It would be strong at 2G but given the risks of animating a land I think it would be okay. Could really go either way depending upon how much you wanted to push it.
    Posted in: Custom Card Creation
  • posted a message on This or That discussion.
    Echo if you are trying for storm support but Commit is better in a vacuum.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Sweep
    Quote from rowanalpha »

    To the spells themselves, I dislike the lack of consistency in how the effects are carried out. The Black and White ones have effects that do something regardless of how you sweep, but sweeping makes them better and I like that usage of the land returning as a sort of "kicker" to an effect. Green/Red/Blue, on the other hand, aren't that exciting (especially Green, which doesn't make sense to me as an effect that is worth playing).

    The challenge of Sweep is that it sets you back on board so much if you maximize it, that the payoff has to be BIG. Your first two accomplish that, but the rest don't.

    I can't agree on the assement of the powerlevel of the green one. Green and Black seem to me incredibly powerful. Black puts Dark Petition to shame and that's already a very powerful card. It's basically Rain of Filth and dark petition stapled together and that is insanely powerful. And green isn't far off that in terms of ritual potential. At 6 lands it's dark ritual. With any sort of mana doubling effect it's a cheaper palinchron. I don't know if that would make it good enough for anything but generating that much mana is something that always scares me. The beauty of the green one is that unless it's countered it doesn't set your board back at all. It's actually a really clever design for a green ritual, I just get antsy designing big rituals. Compare it to Brass's Bounty, while you can't carry the mana between turns 4 is a lot less than 7.
    Posted in: Custom Card Creation
  • posted a message on Completing a cycle
    Thanks! I was wondering if it might work that way (as it's an additional cost) but figured if they were replacing hexproof it would have the same functionality. Switching it to hexproof.
    Posted in: Custom Card Creation
  • posted a message on Burning Aurora & Tactical Filters
    Everglades feels more UB to me, but I can see the UG argument.

    As for the relative powerlevel I agree that losing the filter hurts but being able to tap for a color takes a ton of that pain away. Regardless I really like their design I just think if I was trying to replace the original duals I'd leave out the colorless ability and support my colorless matters theme with a different design. Really cool design and definitely pushes me into clinging onto those fetchlands even harder. They would be just that good with them.

    And I missed that part of Burning Aurora, sorry. Definitely not the way WotC would word it but that's never been your primary concern. I think they would use the new ward keyword here but you might be right to not use it because I'm not sure if it can be used on non creatures.

    I think I agree it's not an effect we'd see in red and would make more sense in white but I don't hate this bit of color bleed.

    Also just for the record all of my previous comments about your deus ex abilities still stand. They are incredibly powerful even if they only trigger once like you intend. This costing 3 mana is good because I think anything that cost 1 or 2 would see play regardless of rules text just for the uncounterable ability.
    Posted in: Custom Card Creation
  • posted a message on Completing a cycle
    Archangel's Charm
    Choose one -
    • Creatures you control gain +2/+1 until the end of turn.
    • Return target permanent mana value 2 or less from your graveyard to the battlefield.
    • Destroy target artifact or enchantment.

    Archfiend's Charm
    Choose one -
    • Destroy target creature.
    • Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
    • Choose target card in a graveyard other than a basic land card. Search its owner's graveyard and hand for all cards with the same name as that card and exile them.

    Archshaman's Charm
    Choose one -
    • Deal 3 damage to any target.
    • Creatures without flying cannot block this turn.
    • Exile the top two cards of your library. Until the end of your next turn you may play these cards.

    Archdruid's Charm
    Choose one -
    • Target creature gains ward 3 hexproof and +3/+3 until the end of turn.
    • Search your library for a basic land card, put that card onto the battlefield tapped and then shuffle.
    • Return target permanent from your graveyard to your hand.

    I definitely struggled with the black charm and feel the worst about it's design. But I really love Archmage's charm and wanted to complete the cycle.

    Also I'm not super familiar with the ruling on Ward. Before Strixhaven I would have granted hexproof with the first ability of the green charm but I'm not quite sure if ward works the way I've worded the charm.
    Posted in: Custom Card Creation
  • posted a message on Burning Aurora & Tactical Filters
    Quote from user_938036 »
    With the proposed changing of the ruling on "or" having to choose between your spells or your permanents being protected is a harsh choice.

    This was funny.

    Anyway apart from the messiness of the lands having basic types in addition to two other abilities I really like their design for a colorless matters set. They are more powerful than the Graven Cairns cycle but I don't think that's a bad thing at all. Question for you though Reap: you seem to love attaching basic land types to your duals but you hate the fetch lands, what bonus are you seeing to adding the basic types? To me the primary reason to attach a basic type is so they can get fetched but I am assuming that isn't your goal.

    As for Burning Aurora if you want the card to be promoting red permanent based decks (setting aside our differing opinions on how common those are for a moment) why does it impact spells on the stack as well? That really changes the functionality of the card in a massive way and will see it used less like asceticism and more like defense grid.
    Posted in: Custom Card Creation
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