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  • posted a message on 4 B/R Common Spells
    Quote from DashPrague515 »

    Unearth and Exhume aren't very good precedents, both are very old card and lot of things changed since they had been printed... Actually only card that returns creatures from graveyard to the battlefield printed in modern Magic is Driver of the Dead, which reanimates only guys with CMC 2- and his ability isn't entirely reliable... Therefore I think that Brisk Resurrection should be uncommon.


    Rise from the Grave, Immortal Servitude, Return to the Ranks, Rescue from the Underworld etc. What are talking about? There's plenty of grave to battlefield return in modern magic.
    Posted in: Custom Card Creation
  • posted a message on Comic Book Set: Common Design!
    Mechanics are a selling point for a set, that's the lens you need to consider most in terms of originality. Devotion worked because it was 'Chroma except better'. it has new and improved flavour, elegance and better development. Ferocious worked because Naya's theme was never actually a mechanic, it cared about a different number and was executed in a different way. Using old ideas for new mechanics is fine, but copy-paste 'let's just make it more appropriate' is basically deus ex machina in MTG design. There's no real creativity involved, and if you are going to be uncreative with mechanics, just return them. That's why R&D returns mechanics, to conserve design space and reuse things that worked well. No-one is very upset by 'new exciting mechanic' or 'older mechanic you liked' but plenty are upset by 'older mechanic except not'. If monstrosity isn't good enough, then make it discernibly different, such that it's not obviously a riff. 'Mutate' monstrosity isn't quite different enough. One of the clearest points against such design is that a lot of player won't recognise the subtle environmental support you may be creating and just see you trying to make a new mechanic out of an old one and be upset.
    Posted in: Custom Set Creation and Discussion
  • posted a message on A Dimir Mechanic and a Liliana
    @Circeus.
    Your mechanics can strongly encourage guildplay without needing to be restrictive in-and-of themselves. You can encourage guild play by tying your mechanics to themes of their respective guilds so they push you toward those colours. You don't need to try very hard, players gravitate toward two-colour already so it's mostly about in-guild consistency and support than guild segregation.
    Posted in: Custom Card Creation
  • posted a message on Comic Book Set: Common Design!
    I'm not a fan at all of 'monstrosity except a little bit different'. There is a big difference between returning a mechanic and making a new one, no matter how different they are. Mechanics are supposed to be able to be reused, considering that one of the points of mechanics is marketing a set (not just in a commercial way), having a permanent record clone mechanic just looks like complete garbage. "Super" has the same problem but to less of a degree, resembling a Ferocious 2.0 quite strongly. It's not unredeemable like "Mutate", but it could potentially be a little more interesting.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [DMS] Rare or Mythic Dream cycle
    Quote from Doombringer »
    @Pair:
    Q1: None at common and only 2 at uncommon.
    Q2: A little bit at common and a fair bit at uncommon.
    Q3: I have a lot of incidental self mill due to Memoir. No entomb or anything crazy but it'd be pretty easy.
    Q4: Medium/Slow at the moment.

    Answering that has probably solidified my opinion that these should be mythic.


    The most important question about mythic vs rare is not limited or constructed balancing, as in both there is not a lot of difference functionally, but appropriateness for either rarity and the needs of the individual set. It is pretty clear here in that the base designs work for either and it's tweaking at most to work in full. So structure is the concern: Is there big mythic card you want to put that might compete for space? Is there too many mythic creatures already? Is there a lot of similar rares? Or an uneven amount of space in rare that is awkward to fit them in? Those are the real questions, although the balancing is not an insignificant factor to consider.
    Posted in: Custom Card Creation
  • posted a message on [DMS] Flavor Commons with Renders
    @Doombringer.

    Cinder Wall is an old card. Destroy and sacrifice are functionally different, so it hasn't been updated. The reason to use sacrifice, BTW, is because it is cleaner and less abusable.
    Posted in: Custom Card Creation
  • posted a message on [DMS] Flavor Commons with Renders
    The flavour of dream creatures is really cool, and I like how they are unleashed onto the world. On this note, you could have a special border like the Theros 'Nyx starfield' border on dream creatures to mark them and for visual effect.

    Individual card flavour/flavour text comments:
    1) Flavour is good. Text should say 'Frustrated with Ravnica, Ral Zerek left, searching for something greater.'
    2) Why is this a creature? The flavour is more like an inanimate artifact or land than a creature. Text should say something like: "One shall come, who is reckless beyond measure, and shall grant all our dreams and release all our fears." -Aleen Prophecy, pre-Dreamscape
    Currently the wording is very awkward.
    3) The flavour text is somewhat minorly disconnected from the card but that's probably irrelevant. Text should say: Ral Zerek only saw the fathomless potential of the Dreamscape, heedless of the consequences releasing it might produce.
    4) Flavour is good. Text should say: The night Ral Zerek broke the Dreamscape's seals, hundreds of kirins appeared across Noctus, foreshadowing great change.
    5) Flavour is good, no text wording problems here.

    Smile Do you have something against commas because your flavour text has a distinct trend of using fullstops instead? :p

    Non-flavour related comments:
    1) Use of 'up to one' at common is potentially problematic due to confusion for newer players, I would consider alternatives, not that it needs to be changed.
    2) Should probably say 'sacrifice' rather than 'destroy'
    3) Fine
    4) Fine
    5) Might be better as an elemental beast.
    Posted in: Custom Card Creation
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    There is a time when a premonitioned card is both the top card and face up before it's cast while the effect is taking place. Therefore, you need to define what is happening.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Exploratory Design: Rift
    Some more examples:

    Sickening Crunch ( black mana )
    Instant (C)
    Target creature gains deathtouch until end of turn.
    Rift ( black mana )
    If you cast Sickening Crunch for it’s rift cost, creatures you control gain deathtouch until end of turn.

    Bidding of the Aeons ( 4 mana blue mana blue mana )
    Instant (R)
    Draw four cards.
    Rift ( 3 mana blue mana blue mana )

    Primeval Ravager ( 5 mana green mana green mana )
    Creature- Beast (M)
    Trample, haste
    Rift ( 4 mana green mana green mana green mana )
    When Primeval Ravager enters the battlefield, if you cast for it’s rift cost, destroy target noncreature permanent.
    7/7
    Posted in: Custom Card Creation
  • posted a message on [COM] Uncommon Power
    Wartread Gargantuan- damn big and splashy for an uncommon
    Displace Minds- nice riff off of Wheel of Fortune
    Destroying Blast- generic, boring name is generic and boring
    Vanquish- Vanquish exists. Quite weak, probably better as:

    Vanquish white mana blue mana black mana
    Instant (Uncommon)
    Each opponent reveals his or her hand. You choose a card from among them. Exile that card.

    Vital Blessing- Could probably be an instant.
    Posted in: Custom Card Creation
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    Quote from Jenesis »

    Is this a "just in case" Comp Rule or is there a situation involving current cards where the above could actually happen?


    Courser of Kruphix, Oracle of Mul Daya, Future Sight.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Science-Technology Based Set
    Just look for 'sci-fi' or 'modern day' on Blogatog. There's not a lot to it, it's a rather simple argument. All that he has really said is that magic is a fantasy game and true sci-fi or modern worlds are too disparaging from the normal style of the game. At least some of these mechanics could be used in a more appropriate world thematic, so think about what you could do with them.

    Dowmload- Interesting idea, but it does encourage search effects, which require shuffling to work. Having a large amount of shuffle effects is problematic due to how much delays it causes. The option to use reveal effects is good, so try to focus on that part more.
    Rummage- pretty neat, I like it. In order to make it interesting, I'd have some cards that care about it, 'Whenever you rummage' or 'If you rimmaged' and such. You don't need to have this though. I would also recommend that this is quite a powerful effect considering card advantage so you might want to scale it down in power a little so you can do more with it. For example, Scry, one of the most usable mechanics only matches 'draw a card' at about scry 3 or 4.
    Inject- An interesting idea, but quite limited in use. I doubt this works well at common, so it's probably better as a cycle or theme.
    Potions- What's the point? What will potions do that equipment or auras can't already do? Certainly they can do some things, but will they actually bring anything significant?
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 17 - Planeswalkers
    @CommanderZ.

    As was said in the podcast, Evis has the disadvantage of being able to be directly attacked.
    Posted in: Custom Card Creation
  • posted a message on Exploratory Design: Rift
    Maybe, it's hard to tell without playing it just how much the information part matters.
    Posted in: Custom Card Creation
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    Random individual card comments based on latest visual spoiler

    Dutytouched Knight- very weird name Weird .
    United Dream- should probably do something if you fail to meet the condition to avoid feel bad.
    Anamnezoa- Might be better written as 'Whenever you activate a card's memoir ability, copy that spell, you may choose new targets for the copy'. You could even use the term 'memoir a card' to refer to using a memoir ability if it's common enough.
    Blue Premonition Rare !?- seems overpowered
    Dream Leash- should probably read 'You can't target an untapped permanent with Dream Leash'. I get the idea, but it's a thorny effect to word.
    Fendilah Hypnotist- might be better if it was optional to avoid feel-bad.
    Flowling- not a great name
    Render Meaningless- I was going to say that the multiple spells with the same name effect will rarely matter, but then I realise it works against Memoir and now I like this card. Sneaky Smile . Might want to change so it can't counter your own spells though, but that shouldn't be an issue either way.
    Tideflow Denizen- neat way to do 'can't always attack serpent' trope.
    Despair Familiar- how does black trigger this? Damage causes loss of life, not the other way round, so if this is supposed to work with loss life cards it won't.
    Ikelious, Nightmare King- '...Ikelious destroy each other tapped creature'? Typo?
    Bellowing Hellkite- should have 'haste' and 'each other creature you control has haste' same as Dragonlord Kolaghan.
    Creativity Figment- it's a bit expensive for the ability, in that 5 mana makes it hard to pay for the cards. Might be better as 2 mana red mana red mana 3/2 and Premonition 3- 2 mana red mana .
    Fit of Impulse- maybe a bit weak considering Tolarian Winds. Might be better as an instant or costing one less, though it might not.
    Foretold Betrayl- might be a strong colour bend, not sure if red is allowed to threaten at instant speed.
    Memories of the Earth- seems weak, maybe cost at 3 mana red mana ?
    Apparition of Savagry (Sic)- name typo
    Aspiring Chord- Probably overpowered, especially when cast after being milled.
    Cognizance Hatcher- same as Anamnezoa
    Nocturnal Hunt- might be better at 1 mana green mana based on Pit Fight.
    Wild-Touched Knight- another weird name, somewhat less so. Is this part of a theme/cycle?
    Galloping Dread- may be a bit too powerful
    Blurred Horizons- I prefer this a single card rather than a cycle like StairC originally suggested, glad you seem to agree.
    You have quite a lot of lands, maybe a little too many, but I don't know.

    -

    Set is looking good! Dancing Banana
    Posted in: Custom Set Creation and Discussion
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