- Gerrard's Mom
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Member for 18 years, 3 months, and 6 days
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May 21, 2018Gerrard's Mom posted a message on Ravnica: The Broken GuildpactYeah Orzhov is missing from the guild+parun list.Posted in: Articles
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May 7, 2018Gerrard's Mom posted a message on Dominaria Retrospective by Mark WintersInteresting stuff to hear about, thanks Mark!Posted in: Articles
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May 2, 2018Gerrard's Mom posted a message on All Sets Are Good: Legendshyalapterouslemur broke the mechanics down well, but interestingly, the flaws we might find with Legends are almost all due to the incredible shifts in game literacy and game design theory that we have seen in the decades since this set came out. There are many cards here that are not fun because they slow down play, hose really specific strategies, or seem cool but are not efficient enough to play in most formats. Many cards break the current color pie and there are not really any cohesive themes that make the cards play together in fun ways as a set. Sure it's a bit of a fallacy, but it's totally valid to look back and say this set was all over the place if we accept a modern design standpoint.Posted in: Articles
Nobody is denying that there are powerful cards, flavorful cards, or design innovations that had a big impact on sets to come - this article is talking about what is good about the set, after all. In the spirit of this article series, please feel free to share what you love about Legends, but recognize that the article's point is not to say that Legends is "bad".
Anyway, I'd say Born of the Gods is probably your next best bet for sets people like to dump on. Maybe Dragon's Maze. -
Apr 1, 2018Gerrard's Mom posted a message on The True History of DominariaI wish someone would put the Belzenlok on this and throw away the BelzenkeyPosted in: Articles
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I guess "Each player who cast or shared a spell named ~ this turn..."? Occasionally would have weird side effects if multiple people have the same one.
I basically just wanted to staple together assist and replicate so other people can copy your spells. Letting them all have their own copies is maybe a way that could work too, but it seemed more interesting to find effects that other people might want you to do more of in multiplayer. Like the blue one was supposed to offer the opponents cards if they want to buy in to the power-down effect, which would probably be happening at a bad time for them.
It's actually probably balanced better if it only gives all the participants one card...I suppose the other application there is something like multikicker where it does X thing to start and does Y thing for each other player that joins in (which could be more of X thing).
Shinsnapper Croc 2BR
Creature - Zombie Crocodile (U)
Whenever a creature you control attacks, you may pay BR and sacrifice that creature. If you do, return Shinsnapper Croc from your graveyard to the battlefield tapped and attacking.
"It keeps the crew from straggling, and it's usually still hungry when it catches up to the enemy.'
- The Grim Captain
4/3
Good clean card with great flavor. It's a bit on the weak side for costing MNO and being a sorcery since it doesn't give monarch unless someone already has it - I think you could drop the white maybe so it works with both Marchesas. Good flavor text too!
2. Koopa
3. Gateways7
Zemoo:
I doubt this was intentional but I think "internment" is a word to stay away from on a Japanese-related plane. Anyway, opening an ability to others at a higher cost is a good idea if a little wordy.
Tei is also a little awkward as it doesn't do much in 1-1, which I think you could fix by making the returning attacked part optional (i.e. returning out of combat, or attacking someone else).
Smoke Bomb is probably doable from flavor but I think it's a bit of a color bend.
Nursery Visit is weird as an Instant and just makes some tokens we have already seen.
The green wall is probably my favorite one but it's quite strong to start and gets ridiculous once you have even one other defender = +2/+2 is enough that any typical board will swallow most of what comes its way.
bravelion83:
The white card seems pretty fun if a little weak. I wish the black card just heavily punished opposing monarchs instead of just shutting it off.
Audacious Plot is great flavor, works perfectly and conspiracy interaction like that is something interesting they could do in the future.
The other two cards are pretty boring but I know you were short on time.
Hemlock:
The white card is a cool tweak for commander although I'm not sure what the flavor is.
The blue card making commanders one-use only is pretty unfun in my book but it would be interesting if it had a loophole just for commanders. Prevents recursion combos that go through the hand but also makes Cyclonic Rift even worse.
I don't know why the black card has a weird static ability instead of just basically being Truefire Captain. I guess you just wanted to be sure to reflect commander damage, but I'm not even sure this is a black ability.
The red card is great and I guess I buy it being red since it is pretty explicitly anti-blue.
The green card sure does ensure survivability for your commander. Concept is fine but I might have upped the cost.
I'm not sure any of the total entries grabs me more than the others, but Audacious Plot is probably my favorite card from the other submissions.
Mana Mirrors W
Artifact - Fortification (R)
Permanents your team controls have hexproof from all colors that fortified land could produce. (They can't be the target of spells or abilities your opponents control of that color or colors.)
Fortify 1W (1W: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Quiet Interlude 1U
Instant (U)
Spellshare (2/U) (When you cast this spell, each other player may pay its spellshare cost. Copy this for each player that does.)
Creatures get -1/-0 until end of turn.
Each player who cast or shared this spell draws a card.
Tar Tanks 1B
Artifact - Fortification (R)
Fortified land has "T, Sacrifice this land: Destroy target creature that dealt damage to your team or a planeswalker your team controls this turn."
Fortify 2B (2B: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Guest Appearance 3RR
Sorcery (R)
Spellshare (2/R)(2/R) (When you cast this spell, each other player may pay its spellshare cost. Copy this for each player that does. You may choose new targets for the copies.)
Each player who cast or shared this spell may reveal any number of cards from their hand. You may put a creature card from among them onto the battlefield under your control. It gains haste and "At the beginning of your end step, return this creature to its owner's hand."
Roiling Ramparts 2G
Artifact - Fortification (R)
Fortified lands your team controls are 2/4 green Elemental creatures with vigilance.
When Roiling Ramparts becomes attached to a land, untap that land.
Fortify 1G (1G: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Sorcery (C)
Choose up to three cards at random from your graveyard. Return each land card chosen this way to your hand. You may put any of the rest on top of your library in any order.
Some crews are drawn not by treasure, but by those who sought treasure and failed.
I think the other construction that works is "He will not be content until there are no wings in the sky," or something, but that's a double negative that is vaguely frowned upon. If you use "until" it implies that there are no wings in the sky now, and he will start being happy when there are. Since you want to say there are wings now and he will start being happy when there aren't any, "as long as" is the best choice.
I thought the name and body sounded familiar but I forgot what the other one was called. I still think you can straight-up outclass it at rare though. My logic here is that you would basically never play the existing giant outside of Limited, where it was fine. Your card is also technically a drawback for your flying creatures, but you would be better equipped to exploit the drawback, so it's totally fine to bump it up (adding the ability) at that cost (4).
We've had Primeval Titan and friends and stuff like Ashen Rider, so sure having a ton of triggers to make sure your thing happens is value town and is a mythic power-level, but it just strikes me as over the top, especially for what it does. The closest Titans are Inferno Titan and Frost Titan and both at least technically had some hope of saving/using the creature.
Personally there's an aesthetic balance here where this maybe feels fine on a...7 or 8 drop? Something huge that has a huge body that seems like it could just kill everything. But the 3-for-1 5 drop is just too good. The flavor concept of your card is fine but Standard would not be fun and it isn't really showing me a new design, just something pushed.
As always, comments above are just friendly critique for the sake of discussion.
It's odd to have counters and temporary pump on the same card. Also, not being able to eat opponent's dead creatures makes it a lot less appealing for formats like Commander, and I think it's on the weak end already so it could have used that buff.
Not content as long as there are wings in the sky? There are some interesting applications for the giant, like having your own aggressive flyers. Again it's on the tame side of the curve, I think this could easily be 4 mana.
The Sentinel is just oppressive - I can't think of anything else off-hand that destroys so much so easily. For this one, I'd rather see it on a more fragile body or just have non-elf deathtouch or something like that.
Zemoo:
The Topiary is a fun idea and has the right stats to pull it off.
The Armament is another nice reward along the lines of Vent Sentinel. Flavor works well.
The Facade is pretty crazy and seems like it is just an annoying super fog effect. There's an interesting minigame in the "don't deal too much damage" aspect but what it does otherwise is not really worth the effort. I think it would work better on an aggressive creature that dies down into defenders.
Hemlock:
Unspecified Battalion, in a Boros mood for the weekend eh? It's slightly hard to see at first the the parallelism is cool.
Sure, convoke wall is fine, good name for it.
I guess this is only 1/1 bigger than a Wooly Thoctar at comparable cost. Might be too big for a Standard without fetches but probably not that great in Modern and older formats that are full of them. I guess it is protected from Maze of Ith or something? Not really sure what to make of this card. Why is it protected from active lands but made weaker by dead ones?
Top 3:
1 - Zemoo
2 - Hemlock
3 - bravelion83
Thanks! I think your current total for Jimmy is short a point (should be 21?) which flips who advances.
Pyriscient Needle-Kin 1R
Creature - Treefolk Warrior (R)
Reach
Whenever you are dealt damage by a red instant or sorcery spell, you may pay 1R. If you do, return Pyriscient Needle-Kin from your graveyard to the battlefield with that many +1/+1 counters on it.
Their seeds are conceived by lightning and nurtured by fire.
2/1
Kudzu Mass 1G
Creature - Plant (R)
Vigilance
Whenever Kudzu Mass deals combat damage to a player, put that many +1/+1 counters on it.
"Never have I seen a more horrifying defeat than that battlefield, lost under a sea of dark green leaves."
- Commander Halgrim
0/5
Kairmin, Wood Warden 2GW
Legendary Planeswalker - Karimin (M)
+1: Until your next turn, any number of target creatures assign combat damage equal to their toughness rather than their power.
+0: Create a 0/2 green and white Plant Wall creature token with defender and "This creature can block an additional creature each combat."
-4: You get an emblem with "Creatures you control with defender have vigilance and trample and can attack as though they didn't have defender."
[5]
I don't really see any option for 7 players than the current one. It would not work to have Player 1 judged vs Player 2 by one Judge and vs Player 3 by another judge - regardless of our attempts at impartiality, some judges give higher average scores than others, so the competition must be held constant for everyone. The bracket of 3 is slightly more difficult, sure, but I think it's preferable to the alternative (top scores amongst overlapping brackets).
I did recall that there was some prohibition against posting anything but cards in your MCC posts before, but I couldn't find that listed in the current FAQ in the OP of this thread.
My argument would be that just as including a render is optional (but can be judged under Flavor in my understanding), an art description should be treated exactly the same. Almost none of us can create competent art ourselves, and it takes time and is iffy in copyright terms to use others' art without permission. My argument in favor of art descriptions is that it could virtually expand that last part of the card to people who don't otherwise use it. Again, like renders, it should be totally optional, but should count for Flavor if included.
I don't see how an art description is any different than the card name, flavor text, and stuff like creature types - all of those aspects are determined by the creative team at WotC.
I suppose the easiest thing to do there would be one bracket of two and one of three, and two of the judges only judge one bracket.
i.e.
Judge A - players 1, 2
Judge B - player 3, 4, 5
Judge C - all players
I really like millions of restrictions.
Thanks of course to void for coming up with all the interesting stuff!