- ElliotSong
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Feb 4, 2014ElliotSong posted a message on Launch Giveaway!I was always a fan of Mindstab Thrull. Had a real soft spot for Thrulls back in the day. Saprolings and Thallids were adored too, but since I mostly played blue black, this little guy was my go-to saboteur. The third art piece by Mark Tedin sealed the deal for me!Posted in: Announcements
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edit: Nath'd
Right. I'm thinking perhaps a bit more pick a color to down its power level. Could be tough to choose since it's coming out later.
Now Mox Opal was a mythic and Mox Diamond is kinda retroactively one now. I
wonder if a rare Mox is acceptable but chase mythics aren't fun. Truth.
As it's a choose a color Mox I'll remove the legendary.
So how about:
Mox Fossil 0
Artifact (R)
As Mox Fossil enters the battlefield choose a color.
Mox Fossil enters the battlefield tapped and doesn't untap during your next
untap step.
:symtap:: Add one mana of the chosen color to your mana pool.
If Mox Fossil would untap during any step except your untap step, exile it
instead.
Any power, from the magical facets of this small trinket to the grand
ancient Ankfostian reign, exhibits its fragility more and more under great
pressure.
Thanks, Mondu the Big Boned for some very sound advice.
Artifact (M)
Ancient Mox enters the battlefield tapped and doesn’t untap during your next untap step.
If Ancient Mox would untap during any step except your untap step, exile it instead.
T: Add one mana of any color to your mana pool.
It fragments light readily. And fragments itself just as easily.
Or should I play it safer with:
Ancient Mox 0
Artifact (M)
Ancient Mox enters the battlefield tapped and doesn’t untap during your next two untap steps.
If Ancient Mox would untap during any step except your untap step, exile it instead.
T: Add one mana of any color to your mana pool.
It fragments light readily. And fragments itself just as easily.
I really dig Static Elemental. Initial value is alright. Really adore how it grows--it's
the trample addition I'm loving. Glad you thought of that. Fun card. Very red.
I see where you're going with Artificer's Chamber. Is this a standalone thought?
Or are there going to be more to play with? I want more. Feels Rigger like. Could
be very versatile depending on other cards. Could be legit.
Necroganger must see print. 'nuff said.
Love it very much. Enjoy how in a bind the player could, with more than one
spell on the stack and tapped out, make a poor choice or smart choice. Glad
you made in uncommon and not rare too. Whew!
Have had/seen similar ideas, but it's the single mana and hilarious power stat
that make this super cool and very useful for black, especially mono-black to
set up something far nastier a few turns later. What would people say if this
were mythic? ... Just kidding but man, there'd be rage and support too I know.
Anywho,
We need strong, sneaky, possibly abusable blue cards like this right
now. Feels very Ice Age block somehow, in a good way. Shouldn't this be
a rare card though?
Nueter's well. Appropriate cost. Love the flavor. Slam dunk all around.
Overall the cards I've seen here are concise, as in a blessedly easy read. You'll
have tons of space for flavor text which is a huge plus in my book. A few of
these cards seem a bit anemic. If they're skill testers then it's okay
for a couple to remain to look appealing to new players but actually barely
even be limited fodder. We need that a bit.
Card by card basis, yo! Just my sheltered opinions. Here goes:
Remove the "the" before enchanted is all I see amiss. It's supposed to give the
critter +1/+1 just for being itself, right? This is a nice strong aura with great
applications as long as you have at least a bit of board presence. Could be
costed even cheaper, maybe? I think 1WW would pass muster
personally.
This is some neat anti-burn burn. Enjoyable. Looks very strong as a sideboard
card for sure. Perhaps have Return Fire get exiled from gy if you don't pay the
cost to return it. That might power it down just enough for me not to be quite
as scared to play red deck wins against you.
Fine, just fine. Good limited trick. Could be a blow-out in the right situations.
This is severely underpowered in my opinion. Is there a way to abuse this in
the set along with a keyword I haven't spotted? If so than keep it. Otherwise,
perhaps figure out a more mechanical way to actually "trade blows" aka some
back and forth decisions? My two cents.
Just awesome. Easy read. Worthwhile effect.
Why so anemic, Giant Growth? Would still be played in limited.
Willing to "tack" something on to this aka gives reach or trample or hexproof or
give it dominate until end of turn. Ooh I like that thought. Could even be +1/+1 and dominate ueot. Sorry if that card already exists in another post.
It's great. Balanced. Helps green build up to something nasty. Good card.
Absolutely fine. That's one big booty dat Wurn got. This could have trample and I wouldn't blink an eye because it's power is lower than its cmc after all. Then again, go vanilla!
How very Naya of you ;). Difficult card to use right. I like how the bonus can
stack with more big beef attacking. Seems balanced to me. I like how the hex
proof will protect your new threat. This card gonna get Gut Shot
so fast sometimes.
This is a fine Nerf. Would still be played. Perhaps even constructed. I dig it.
This could cost less if you want. Even at 1G is okay in my book,
even at common. Give green some gas. Depends on people's "pie" heckles
anyway. I vote 1G cost.
Nah it's fine with the trample on the card. Don't change this. It is perfect to
me. Would play this. Strong not quite overpowered at uncommon. Could pass
for rare perhaps? I'd have to ask some others. I like it here.
Save some room with our new best word, "dies." I forget all the time too.
Idealize — If Imperfect Creation shares its name with a card in your
graveyard, when it dies, draw a card.
Like this Rite of Flame business for creatures. Cool concept. As
an idealist I can dig the name Idealize just fine btw. Short and sweet. Any
easy way to mill myself in this set?
All and all not bad. Up some of the power levels I think. Godspeed, CloudriderX.
Thank you kindly, Sigismond. And you're absolutely right. I'll give it a shake.
Edit: Simpified it to:
Ziff Charm URG <-New version
Instant (U)
Choose one—Target player draws three cards then discards a card at random;
or Ziff Charm deals 4 damage to target player; or counter target
activated ability.
“Anything stymieing our pursuit will be met with fire or ice. Or, if both
elements must be summoned, a mad, seething pother! Perhaps I could add a
third ingredient for a real treat.”
—Lornwel the Daft
I've gotten to work and you'll see a few proposed changes in my first post.
I'd love some feedback.
And as for the link, (which at least worked as a link right?) my intention
was that for one, you could see if I'd overlapped too much with the battle-
mages abilities and the charm's choices. Not that the charms were there—
it's a different thread altogether. Does that make sense?
My other intent, though I didn't specify because I thought it may additionally
confuse, was that you could get a feel for the five "wedge" groups. The first spoiler tag there has the identity of each one described briefly. Did you get to read it?
If you'd like further identity for what I'm doing there's a thread with mythic
legendary "commanders" which, once altered, went over fairly well. Just let
me know.
And in all this, I thank you. As you're the one taking the time to help me out.
Still could use an answer, kind folks, about the best way to check if a card's text will fit in the box, including flavor text. In English. Thanks!
fit their group's philosophies fairly well as well as play nicely. My only big
question is: is Ziff Charm too friggin' good? How abaout Xoong?
Tullu Charm WBR <--fixing the third option.
Instant (U)
Choose one—Target permanent is indestructible this turn (Effects that say
"destroy" don't destroy that permanent. An indestructible creature can't be
destroyed by damage.); or put a 2/2 white and black Thrull creature token
onto the battlefield; or Tullu Charm deals damage to target player equal to the number of cards in that player's hand.
Are you willing to pay with your life, your afterlife? Then begone!
or
Tullu Charm WBR <--fixing the third option.
Instant (U)
Choose one—Target permanent is indestructible this turn (Effects that say
"destroy" don't destroy that permanent. An indestructible creature can't be
destroyed by damage.); or put a 2/2 white and black Thrull creature token
onto the battlefield; or target creature gets +1/+0 and gains intimidate until end of turn (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
(I kind of like this version for a multicolored set.)
Earlier version:
Instant (U)
Choose one—Target permanent is indestructible this turn (Effects that say
"destroy" don't destroy that permanent. An indestructible creature can't be
destroyed by damage.); or put a 2/2 white and black Thrull creature token
onto the battlefield; or sacrifice a creature. Tullu Charm deals damage equal to
the sacrificed creature’s power to target creature or player.
Are you willing to pay with your life, your afterlife? Then begone!
Ziff Charm URG <-New version now. Nice and neat.
Instant (U)
Choose one—Target player draws three cards then discards a card at random; or Ziff Charm deals 4 damage to target player; or counter target activated ability.
“Anything stymieing our pursuit will be met with fire or ice. Or, if both
elements must be summoned, a mad, seething pother! Perhaps I could add a
third ingredient for a real treat.”
—Lornwel the Daft
Instant (U)
Choose one—Target player draws three cards then discards a card at random; or Ziff Charm deals 3 damage to target creature or player; or counter target
activated or triggered ability.
“Anything stymieing our pursuit will be met with fire or ice. Or, if both
elements must be summoned, a mad, seething pother! Perhaps I could add a
third ingredient for a real treat.”
—Lornwel the Daft
Oldest version:
Instant (U)
Choose one—Look at the top three cards of your library. Put one of them into
your hand and the rest into your graveyard; or Ziff Charm deals 3 damage to
target creature or player; or counter target activated or triggered ability.
“Anything stymieing our pursuit will be met with fire or ice. Or, if both
elements must be summoned, a mad, seething pother! Perhaps I could add a
third ingredient for a real treat.”
—Lornwel the Daft
Instant (U)
Choose one—Target creature gets -3/-3 until end of turn; destroy all
enchantments; or prevent all damage that sources of the color of your choice
would deal this turn.
“We hold the promise of disillusionment, true freedom from yourself and
others.”
—from ”The Willbreaker’s Codex,” introduction
Ejár Charm RWU
Instant (U)
Choose one—Creatures you control get +1/+0 and gain first strike until end of
turn (They deal combat damage before creatures without first strike.); or
destroy all artifacts with converted mana cost 3 or less; or counter target
noncreature spell.
A sleek spear, a strong hammer, or an open palm. Each can rally, each can
conquer.
Xoong Charm GUB <-Changed blue ability to be less brutal.
Instant (U)
Choose one — Distribute two +1/+1 counters among one or two target
creatures; or counter target spell with converted mana cost 2 or less; or
remove all counters from target permanent.
Old Version:
Instant (U)
Choose one — Distribute two +1/+1 counters among one or two target
creatures; or counter target creature spell; or remove all counters from target
permanent.
Perhaps:
Stench of Death 2BB
Sorcery (U)
Destroy target blue or red creature. Its controller discards a card at random.
??
Or just make it like Deathmark.
Stop the Heart B
Sorcery (U)
Destroy target blue or red creature.
Mmm that one kinda feels good. I had considered it before but thought it'd become way too tourney-needed in the SB.
Though I appreciate the hard effort, and I like your design as a more uncommon feel {e}, I've already "locked them in." Check out my other battlemage thread to see why I'd like them a bit less predictable. I'm saving predictability for others cycles aplenty, though. No worries.
I've tested them with my wife, and we've made peace that although, yes they don't function exactly the same, especially tendrils I know, that the concept and feel of what you're doing with them works. At least for us. I could use some more feedback on this. I'm often a purist at heart too, but I'm starting to learn about this whole "flavor and feel" business Maro has been espousing and I think he's got a point.
The only reason I can't give the WB to the BG is that it would clash with the BWG ability in the set and Tendrils is in that "wedge." And don't worry, have you seen my:
Tullu Battlemage 2WW
Creature—Human Wizard (R)
2RW: Tullu Battlemage deals 1 damage to target creature or player. Gain 1 life.
3WB: Destroy target creature or enchantment with converted mana cost 2 or less.
You will find me as a friend as I turn your faults to failures.
3/3
from another post? Hee Hee I love her so much.
Oh, you. I still remember as a naïve new player selling my
Sinkholes for Abominations. :sadcool:.
I guess I've always enjoyed some type of hate.
Anywho, I suggest checking out my first "wedge set" post, http://forums.mtgsalvation.com/showthread.php?t=447804.
It's got a bit of desciption near the top in a spoiler tag.
As for black having land destruction? Can't argue with the facts, man. :dance:.
Hey, I do appreciate someone with strong beliefs, Michealin. Don't feel like
you can't help out.
And if it makes you feel any better my set also has:
Pyromancer's Residuum 2R
Sorcery (U)
Destroy target nonbasic land.
Supercharge—If only R, and no colorless mana, was spent to cast Pyromancer's Residuum, it deals 1 damage to each nonflying creature that land's controller controls.
Sorry I burned down your village. Here's some—there's a dragon right over that ridge!
These have yet to gain their flavor text, so they're a little dry. Cough.
I'll begin with this odd rare hybrid enchantment cycle (used to be leylines)... with cycling. I'm a bit concerned for the wording on the last one btw. Also, there's a bit of a sorcery theme keeping the one from including instants:
Enchantment (R)
At the beginning of your upkeep, you may return target creature card from your graveyard to your hand.
Cycling 1:symwb::symwb: (1:symwb::symwb:, Discard this card: Draw a card.)
When you cycle Reeling Beacon, you may return target creature card from your graveyard to your hand.
Conjuring Practice 4:symur::symur::symur:
Enchantment (R)
Whenever a player casts a sorcery spell, you may copy that spell. You may choose new targets for the copy.
Cycling 2:symur::symur: (2:symur::symur:, Discard this card: Draw a card.)
When you cycle Conjuring Practice, you may copy target sorcery spell. You may choose new targets for the copy.
Uncoiling Tendrils 1:symbg::symbg:
Enchantment (R)
Discard a Swamp card: Target creature gets -1/-1 until end of turn.
Discard a Forest card: Add G to your mana pool.
Cycling X (X:symbg:, Discard this card: Draw a card.)
When you cycle Uncoiling Tendrils, you may reveal the top X cards of your library. Put all Swamp cards and Forest
cards revealed in this way into your hand and the rest into your graveyard.
Punitive Vortex 2:symrw::symrw::symrw:
Enchantment (R)
Whenever a creature deals combat damage to you, it deals that much damage to itself.
Cycling 1:symrw::symrw: (1:symrw::symrw:, Discard this card: Draw a card.)
When you cycle Punitive Vortex, until end of turn, whenever a creature deals
combat damage to you, it deals that much damage to itself.
Breakthrough Procedure 1:symgu::symgu:
Enchantment (R)
Whenever a permanent would enters the battlefield under your control with a counter on it, you may have it enter
the battlefield with an additional counter on it of each type of counter.
Cycling 1 (1:symgu:, Discard this card: Draw a card.)
When you cycle Breakthrough Procedure, for each type of counter on target permanent, you may put an additional
counter of that type on that permanent.
Sorcery (R)
Put two white and black 2/2 Thrull creature tokens onto the battlefield. If B or R were
spent to cast Servant Beckoning, each player sacrifices two permanents.
Essential Pursuit 3U
Sorcery (R)
Each player discards his or her hand, then draws three cards. If R or G were spent to
cast Essential Pursuit, you may exile any number of cards in your hand. Put a 3/1 red and green
Elemental creature token with trample onto the battlefield for each
card exiled in this way.
Worm Food 3BB
Sorcery (R)
Destroy all creatures. If W or G were spent to cast Worm Food, gain 1 life for each creature destroyed in this way.
Irgritt’s Hoofcall 6RR
Sorcery (R)
Put three 3/3 red Minotaur creature tokens onto the battlefield. They gain haste until
end of turn. If W or U were spent to cast Irgritt’s Hoofcall, you may tap all other creatures.
Past Experiences 4GG
Sorcery (R)
Shuffle your graveyard into your library, then draw four cards. If U or B were spent
to cast Past Experiences, you may put up to four target cards from an opponent’s graveyard on top
of his or her library in any order. Then that opponent exiles his or her graveyard.
Creature—Cat Knight (U)
First strike (This creature deals combat damage before creatures without first strike.)
Appease—When you sacrifice a creature for the first time this turn, destroy target green or blue permanent.
3/3
Spectacle of Resplendence 1W
Sorcery (C)
Tap all green and/or blue creatures.
Cycling W (W, Discard this card: Draw a card.)
Demur 1U
Instant (U)
Counter target white or black spell.
Ignore Authority 1UU
Instant (C)
Put target white or black creature on top of its owner’s library.
Cycling U (U, Discard this card: Draw a card.)
Stop the Heart B
Sorcery (U)
Destroy target blue or red creature.
Task of the Devils B
Sorcery (C)
Target opponent reveals his or her hand. You choose a blue or red card from it. That player discards that card.
Cycling B (B, Discard this card: Draw a card.)
Snake Skinner 1RR
Creature—Viashino Scout (U)
If ~ is blocking or blocked by a black or green creature, it gets +1/+1 and gains first strike until end of turn. (This creature deals combat damage before creatures without first strike.)
2/2
Freak Fry 2R
Instant (C)
~ deals 5 damage to target black or green creature.
Cycling R (R, Discard this card: Draw a card.)
Lunging Wurm 4GG
Creature—Wurm (U)
When Lunging Wurm enters the battlefield, it deals 6 damage to each red and/or white creature with flying.
GG: Lunging Wurm gains reach until end of turn. (It can block creatures with flying.)
6/4
Numbing Needlesticks G
Instant (C)
Red and/or white creatures deal no combat damage this turn.
Cycling G (G, Discard this card: Draw a card.)
As usual, thanks for reading and I'll get back to you as soon as I'm able.