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  • posted a message on [LoR] I n f o r m: A Dimir Mechanic
    I don't think these could be named Clues. That's too confusing... Maybe Report, Intel, or Scandal?

    Clues are fine because they're available in every color; all colors get cantrips, after all. Interrogate, however, is a color break in every color except black. Blue simply doesn't get discard like this.

    In addition, Clues propel the game and are fun. These are oppressive and unfun, especially since they work at instant speed.
    Posted in: Custom Card Creation
  • posted a message on New name for milling
    Tome Scour is far more popularly known.
    Posted in: Custom Card Creation
  • posted a message on Modular Meld
    Yeah, it really comes down to opinion, for sure. And no worries, I understand you aren't being dismissive - in fact, I should have realized what you were doing was presenting a version of Meld that you found more exciting, and that I think many others would find more exciting too. In my critique I was accidentally dismissive of the other portion of the Magic populace. :p

    In my opinion I prefer the oversized Meld approach. In large doses - like in Yugioh - I agree that such 'singular callout' cards are problematic, but they are fun in smaller amounts, for many players. For example, the Witch cycle in M14, or the Empires cycle in M12.

    If the backsides have a clear enough layout, then it should be fine. You could consider making their P/T boxes "+3/+4" (for example) to be clear it's meant to be additive?
    Posted in: Custom Card Creation
  • posted a message on Musing on Kaladesh
    Yeah, it's official, Legend.
    Posted in: Custom Card Creation
  • posted a message on Modular Meld
    The thing this misses about meld, which is what makes it so fun, is that Meld cards become oversized Magic cards. These are just two independent cards that you stick together and are supposed to 'imagine' being fused, which isn't nearly as exciting to many players.

    In addition, the back-faces of these all look like regular creatures. That they cannot, in fact, transform into the back face alone - and must 'meld' with another creature - is very confusing. People will get one of these cards and think it can transform on its own, since the backface looks like an independent creature.
    Posted in: Custom Card Creation
  • posted a message on Exploring Create's Design Space
    Yeah, I agree. I made the mistake when I whipped these together, but for clarity purposes it's indeed a good idea to include that in future versions of these, if I use the keyword for anything.

    EDIT: Edited OP to reflect these changes.
    Posted in: Custom Card Creation
  • posted a message on Exploring Create's Design Space
    Good question. I'm assuming it's because 'create' implies 'put onto the battlefield' for most people, but it doesn't imply the 'token' part as often, so they wanted to be clear about that.
    Posted in: Custom Card Creation
  • posted a message on Exploring Create's Design Space
    Quote from harlannowick »
    What does "Create" mean exactly? What specific action does 'create' refer too.


    New official wording. Means 'put a TYPE OF TOKEN onto the battlefield.'

    Quote from Kryptnyt »
    Does resolving a permanent spell "create" a permanent?


    No. It refers only to tokens. I'm thinking these should say 'create an artifact token' and 'create a creature token', as Ber_F suggested, but I wanted to try the more concise wording first.
    Posted in: Custom Card Creation
  • posted a message on Exploring Create's Design Space
    Haha, good point about how "create a creature" sounds! :p I didn't even think of that. I was kinda going for a more Populate flavor originally, but...

    Also, do note that Steamflogger Boss doesn't care about you assembling contraptions, but creatures. So it's made more problematic. Still, keyword actions are versatile things - creatures already regenerate, attack, and block, after all.
    Posted in: Custom Card Creation
  • posted a message on Exploring Create's Design Space
    The reason I went to split it up is to maximize the ability to push their power level and to create better flavor. As one can see, they feel very different depending on what they're looking for, and artifacts is a lot more narrow than creatures, so it's easier to push.

    However, I really did consider just saying "When you create", which still has lots of flavor. I just decided to play with the more interesting option that maintains the most future design space. If it doesn't work, then you can easily retrofit it to just be "When you create".
    Posted in: Custom Card Creation
  • posted a message on Exploring Create's Design Space
    Consul’s Spy 1U
    Creature — Human Artificer Rogue (C)
    When Consul’s Spy enters the battlefield, create a Canister artifact token with “T, Sacrifice this artifact: Untap target permanent. Activate this ability only during your turn.”
    Industry — Whenever you create an artifact token, scry 1.
    1/1

    Arsonist Artificer 2RR
    Creature — Human Artificer (C)
    When Arsonist Artificer enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.
    Industry — Whenever you create an artifact token, Arsonist Artificer deals 1 damage to each opponent.
    2/2

    Concourse Preacher 3WW
    Creature — Human Cleric (C)
    When Concourse Preacher enters the battlefield, create a 1/1 white Bird creature token with flying.
    Convert — Whenever you create a creature token, gain 2 life.
    “Cute birds really help gather interest in the teachings of Selesnya.”
    3/3

    Summoned Elemental 2G
    Creature — Plant Elemental (C)
    When Summoned Elemental enters the battlefield, create a 1/1 green Elf creature token.
    Convert — Whenever you create a creature token, put a +1/+1 counter on Summoned Elemental.
    The elementals of the Selesnya gather strength from the Conclave’s faith.
    1/1

    EDIT: Specifies tokens in the pseudo abilities now.
    Posted in: Custom Card Creation
  • posted a message on “Past Matters” Theme Explorations
    Legacy: Seems fine. It also feels a bit future-forward, but at the same time, the counters (when passed on) will definitely feel like a 'piece of the past'. Should be good for the theme.
    Heir: Could be problematic, especially with History, but seems fun at least.
    Relic: How do you differentiate it between creature and noncreature artifact? Could be very confusing.
    Mettle: A great way to represent 'learning from pain'. Might confuse players who think the counter can save a 2/2 taking 2 damage.
    Inacntation: A one-time cipher seems more balanced as a kicker variant. This is super wordy, however, and it's confusing as to whether you get the effect when you cast it for its Incantation cost, or not.
    Posted in: Custom Card Creation
  • posted a message on 90 Hybrid Commons and 11 Colorless Commons
    Many of those changes please me as well. Here's some comments. If I don't say anything about a card, assume it's fine.

    Minimize: Dig this card a lot. Should play pretty well. Surprised we haven't seen more of this since Reduce in Stature.
    Phantom Armor: This doesn't feel super blue, to me, but I can buy it. Definitely feels more green/white.
    Soar: This is pretty bad, isn't it? I think a small pump for a slightly higher cost might work better.
    Retreat: White shouldn't be bouncing an opponent's creatures. It doesn't technically violate any weaknesses of white, but it's a massive bleed.
    Merfolk of the Black Pearl: You assuming evergreen status, or just using it as a returning mechanic?
    Carrier Bat: I was just thinking about a design like this myself. I dig it.
    Negative Feedback: I too really disagree with this card. It just feels wrong in blue.
    Delude: This is solid. Definitely prefer this reversed, but it's fine as it is.
    Skull Scrying: Absolutely beautiful, my goodness. And a common enchantment!! I always love common global enchantments. We really don't get enough of them!
    Sacrificial Altar: I adore this design. Oozing with flavor.
    Raging Dwarf: You have like, zero ways to give this guy more than +1 power. You need a giant growth of some sort alongside this guy.
    Pugilist: Weird to bring back shroud.
    Infuriate: Very strong. I'd say this could be the Scry, while Wreck could be the cantrip.
    Overpower: Pretty weak.
    Sylvan Sentry: Interesting. Definitely needs buffs to work.
    Fey Wolf: Hmmm... we haven't gotten a 2/3 for 1G yet, so this concerns me. It feels pretty powerful. Remember, hybrid is a bonus too.
    Wild Boar: This feels too big for a white common creature, but if I had to pick a color to bleed this to, it would be white. So, likely fine...
    Squirrel Guide: Haha, I love it!
    Surprise Attack: Hilarious. How many walls in the set actually have power?
    Soulbond: Lovely design.
    Unbury: This is very strong card advantage for white. In addition, white doesn't really Raise Dead that much, outside of one or two times; this would be more black/green.
    Backstab: This name is more black/red than white/black.
    Wall of Moss: Interesting. I think this is pretty good, but not amazing.
    Cauldron Hag: Awesome.
    Envenom: Odd for a random common. Seems tough to use it effectively unless you have lots more poison in the set. This is really better as pseudo-removal, to make one of their creatures hit on a separate life-bar. (The +1/+1 makes that harder to do, though.)
    Mortal Blight: This is weird in green. Very weird. It... technically... works. But it doesn't feel right. It's a massive bleed, possibly a break.
    Regrow: Love this.
    Bog Down: This isn't really green nowadays. It's also pretty evil for common.
    Primordial Strength: The landfall trigger should be UEOT.
    Seaweed: This isn't green anymore.
    Setback: This isn't green anymore.
    Storm Mage: Kinda disappointing for limited. Would prefer a bigger body to be more playable.
    Prodigal Sorcery: This looks like a break but it's just a bleed. I like it.
    Skyknight: Really good in white. A little odd, too. I like this a lot.
    Double Duty: Doesn't seem very red.
    Blind Justice: Totally not red or white.
    Ancient Automaton: Love this so much!
    Wizard's Tower: Flavor home-run! Can't believe we haven't gotten this as a card before.
    Ancestral Duo: Love this in every way. The mirrored costs are brilliant.
    Lands These artifacts and lands are my favorite part of the set. So flavorful!\

    You should totally get this set up on webdrafter.geogen.cz soon. It looks fun - if a bit mind-bending - to draft.
    Posted in: Custom Card Creation
  • posted a message on Flavor Cards for Vryn is Forever
    Great, excellent responses and I totally agree with all of them!

    This definitely shouldn't be an instant/sorcery-themed set if it's an Espionage themed set. An archetype should suffice, maybe a keyword.

    Rather than Elusive, I'd definitely go with Undermine. It fits much better.

    I agree the story is worth the design, but it should definitely be RW or RU. It could be stronger then, too.

    I'm excited to see more of the set, and what other mechanics it features! Smile
    Posted in: Custom Card Creation
  • posted a message on Flavor Cards for Vryn is Forever
    Just gotta say, I am COMPLETELY sold on James Bond Vryn. I cannot believe I didn't see the potential for it before - it fits so well. It's pretty much the 'Cold War plane' after all.

    I like these. Elusive doesn't actually feel that, well, elusive to me... I also am not a fan of the fact it cares about Clues, but doesn't actually produce Clues itself. I find designs like that troublesome.

    I like the bounce designs. The red one seems a little serious of a bleed, though.

    Are you planning to address Vryn's established connection to instants/sorceries? A lot of people expect it to be an instant/sorcery-themed set. At least a subtheme would be nice.
    Posted in: Custom Card Creation
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