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  • posted a message on Is this broken?
    I think than an indestructible all-colors-can-use 2/2 creature for 3 is overpowered as it is.
    Posted in: Custom Card Creation
  • posted a message on Is this broken?
    I think you can keep it at 2B if you chage the effect to "all creatures get -1/-1 until end of turn". I know it's a very small change, and almost seems insignificant, but it realy is what it takes.
    Posted in: Custom Card Creation
  • posted a message on not a cry for attention; just a simple cry for help
    The thing is that I started smoking appromaxly 8 monthes ago. I stopped smoking 4 monthes ago. (Why? that's an whole othet story.) The thing is that at starts I thought to myself "he, it's not so hard, now is it?" but after ahile it started torturing me, litteraly. So one day, without even knowing why or what I'm doing, I took my pocket-swiss blade and just started cutting myself in the arm. Surprisngly, if felt good. For a couple of days (so long the pain was still there) the off-smoking tortures stopped. Actaully smoking is not the only reason why I've found myself in a mess probably bigger that smoking, but alot of other things (wich I won't discuss) as well. Actaully I think (okay, I KNOW) that smoking was just an excuse. That whole 'cutting' emotion started along time ago. Anyway, the thing is that I think (okay, I know) it's not healthy, and to be honest I'm running out of excuses to my parnets. I mean, how many times can one fall on a fence? I don't know if they do know the real deal, but it's very much possible. I realy want so stop it, I realy am. But I just don't know how; it seems to be the only things who keeps me on my feet. I'm huting myself, and I know it. It feels wrong, but I enjoy it. Help please. Frown
    Posted in: Talk and Entertainment
  • posted a message on overpowered clock?
    Quote from Howler13
    The Countdown: I'd up the cost 1, and the flavor text should read:


    Poisoned Palm: Pretty fair, I think. You could add/substitute "sacrifice an untapped land" instead of the CIPT. That makes it less of a turn-1 bomb. The one damage a turn is easily negated in aggro and life gain decks, but still enough of a drawback.

    Time Portal: BAAAAD idea! Play this at the end of your opponents turn, and you'll get all your permanents back before your opponent, meaning a major alpha strike, could easily win the game. You could try to do something tricky, but either way you do it, someone's getting everything back while the other has nothing. I want to say scrap the idea, but...

    Tnx, I edited the flavor text Wink
    And about what you said about the land being a turn 1 bomb- well it comes into play tapped, so...

    Anyway, thank you all. I applies some of your changes.
    Posted in: Custom Card Creation
  • posted a message on overpowered clock?
    The Countdown B
    Legendary Enchantment (R)
    The Countdown comes into play under target opponent's control.
    At the begining of your upkeep, you lose 1 life.
    Time; the reason for, and the solution to, all of life's problems.

    And some other discussions:

    Poisoned Palm
    Land (R)
    Poisoned Palm comes into play tapped.
    At the begining of your upkeep, Poisoned Palm deals 1 damage to you.
    T: Add 2 or one mana of any color to your mana pool.
    "The poisoned Palm-trees are known for the reach sweetness they hold inside them. But they're more known for the poison dripping from them on whomever tries to take the sweets." -Journals of Rag Delis, Master Biomancer

    Time Portal 3UUU
    Sorcery (R)
    Remove all permanents from the game with two time counters on them. Those cards gain "Suspend 2".
    "A giant portal big as the skies themselves suddeny bursted from the air, swallowing everything in its path, including the essence of time itself. And then we found ourselves in a place worst than hell were every second lasted forever." -A citizen of Dominaria

    Feedback on the flavor texts as well will be appreciated as well. Wink
    Posted in: Custom Card Creation
  • posted a message on Secure Line, Mana Swirl, Back to the Future, Vampiric Blood
    Some feedback would be more than appreciated.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I think the activated ability could cost less and I realy can't see why it's legendary; muliple of him in play won't help you that much anyway.


    Mana Dart R
    Sorcery (R)
    Roll two six-sided dice. If the result is 2 or 12, add any amount of colorless mana to your mana pool. Otherwise, your life total becomes 1.
    Posted in: Custom Card Contests and Games
  • posted a message on Secure Line, Mana Swirl, Back to the Future, Vampiric Blood
    Secure Line 2GGU
    Sorcery (R)
    As an additional cost to play Secure Line, shuffle a nonartifact creature you own and control into your library, then shuffle it.
    Search your library for a creature card with the exact same color or colors of the shuffled creature and put it into play. Then shuffle your library.

    Mana Swirl RG
    Enchantment (R)
    Whenever a land is tapped for mana, it's controller rolls a six-sided die, then add mana instead of its normal type and amount to his or her mana pool he chooses according to die rolled:
    1- Add 1.
    2- Add W, U, or B.
    3- Add U, B, or R.
    4- Add B, R, or G.
    5- Add one mana of any color.
    6- Add 2.

    Back to the Future XUU
    Instant (R)
    Split second
    You may choose one- Put X time counters on all suspended cards; or remove that many time coutners from them.
    Draw a card.

    Vampiric Blood 2WWBB
    Enchantment (R)
    Whenever you lose life, you gain that much life. (Damage dealt to you causes you to lose life. You gain the life after the damage is dealt.)
    Posted in: Custom Card Creation
  • posted a message on What year MTGsalvation were created?
    Hmm I thoght it was earlier... anyway tnx.
    Posted in: Community Discussion
  • posted a message on What year MTGsalvation were created?
    (headline)
    Posted in: Community Discussion
  • posted a message on thought magic was a bloffing game til now? well think again [updated wording post 15]
    Quote from Hvirfilvindr
    We are quite fortunate in the sense that the card as currently written would turn ITSELF upsidedown, and end the madness.

    No, not realyl; the card says that all cards retain their text and if a card would affect a rule I have to reveal it; so basically this card will remain revealed all the time in order to prove, every time, what it can do.
    Posted in: Custom Card Creation
  • posted a message on Smallville: The Official Discussion Thread
    HUGE SPOILER ABOVE!!!

    (I saw all seasons, but for people who haven't this could realy ruin all [and I mean ALL] for them)
    Posted in: Entertainment Archive
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Kroen
    Flipped Fervor 1R
    Enchantment (R)
    Face-down creatures you control get +1/+0 and have haste.

    Hey, I got skipped! Again! Mad
    Posted in: Custom Card Contests and Games
  • posted a message on thought magic was a bloffing game til now? well think again [updated wording post 15]
    Ok, I thought of a way to word it, tell me what you think:


    Upside Down Reality :1mana::symw::symu::symb::symr::symg:
    Legendary Enchantment (R)
    If a permanent or a spell on the stack would come or be in play face up, instead it is turned face down. Face-down permanents retain all of their names, types, text and power/toughness. Face-down spells are turned face up only on resolution. At any time, a player may look at and rearage the order of the permanents he or she controls. If an effect or a rule would affect a card or a player, it's controller must reveal the card until the end of the turn. Spells and abilities may always target any spell or permanent as though it had the selective condition. If a spell or ability has targeted a permanent or a spell that after revelation was one that the spell or ability couldn't target, counter it. When Upside Down Reality leaves play, turn all permanents and spells face up.


    Now the only problem is the text length...
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Torpid Soil- "can't become a creature" is actually a drawback; it (almost) never hurt you if your opponent turns one of your lands into creatures, and he never does so anyway. If sometime he will have a nastly combo that includes making one of your lands a creature, then he simply won't turn that land. Big deal. That being said, why did you make a colorless-mana-producing land with a drawback? I mean, what's the point?! atleast you should've give it a good ability or something. Cycling or dreadge at the very least. Bottom line: pointless as it is.


    Flipped Fervor 1R
    Enchantment (R)
    Face-down creatures you control get +1/+0 and have haste.
    Posted in: Custom Card Contests and Games
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