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  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Check the wording, everyone: It never states you are the original caster of the countered spell. Just saying...

    The land cycle, mmm... yes, they reply to... well, playing white and red. It's a good acceleration for every one that plays a very monochrome style.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Check the wording, everyone: It never states you are the original caster of the countered spell. Just saying...

    The land cycle, mmm... yes, they reply to... well, playing white and red. It's a good acceleration for every one that plays a very monochrome style.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Yeah, Ruggley's version sounds like a good one.

    Memories in the Smoke 2GR
    Enchantment
    Whenever a non-creature spell is countered, you can pay its mana cost a second time: exile it instead. Until the end of turn, you can play that card without paying its mana cost.
    "It seems oblivion is more tangible than I expected..."
    --Zeer Oloh
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I would do something about that non-existent drawback, but not now.

    Future Chance 3UUU
    Enchantment
    During each upkeep, choose a card type, then reveal the top card of your library. If the card has the chosen type, exile it. Until the end of turn, you may play that card without paying its mana cost.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Okay, heads up about the Tokens: According to 110.5, they CAN be exiled and they CAN be sent to the graveyard (which is what "die" means in Magic: creatures going from the battlefield to the graveyard), but they will not be able to be returned to the battlefield by other effects and when the chain that removed them from the battlefield resolves, they will disappear by state-based action. But if the destruction triggers first the ability to send them instead to another place, it won't work.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I would say 1BR (Color Marking, Wither and the fact it's a disease), but actually my idea was to base it on Garruk, The Slayer, the challenge card from M15 (which, as I said, is the first ever Pre-Release Event I had ever been on). Basically, it would a similar challenge.

    I like your card and how it works with the one you made before. The token could gain deathtouch as well, but that's just me.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Mmm... I know! Make it a copy of the actual card, but it's also a black zombie, keeping their other types and colors and their abilities would be something fitting zombies, like regenerate or something like that. P/T up to you.

    My first Pre-Release was Magic 2015, so I fought (and DEFEATED) Garruk.
    I have a custom set that features Wither as a main block ability, where the "enemy" is a "curse" that spreads. So, I decided to mix it up on a Pre-Release big card, just for fun!

    The Hell Curse
    (B/R) World Enchantment (S)
    Vanishing 20 (This permanent enters the battlefield with 20 time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
    At your draw phase, you can put a 1/1 black Ooze creature token instead of drawing a card.
    Creatures you control have wither.
    If you were to take damage, remove that mane time counters from this card instead.
    At the end of your turn, choose one—
    • Take control of all creatures in the field with two or more -1/-1 counters as long as they have -1/-1 counters on them
    • Remove all -1/-1 counters from creatures with wither: Put that many time counters on this card.

    Before you ask: The curse is living and it actually can take the power it gave to make itself stronger. The third effect is to make it work in a "Beat the Curse" Pre-Release special challenge.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    This card adds mana as green, uses sacrifice to get that mana, something red and black do well, specially the latter, while the use of artifact AND their destruction for effects is something that fits the WUB shard of Esper. And it's not something you would use in turn 3 if you play WU, either, but something you would keep it for later. With blue control players, it's likely the mana crystals will wait until the time is due to cast Counterbalance or any other of those.

    So, it's the kind of mana boost that WU would see some use for use... but BRG have WAY better options, specially the last two. Yes, WU don't usually have mana ramps, but they don't burn their mana as much as the rest of the colors.

    I see the point to the card, but I agree with void: WU are not THAT desperate for mana ramp, lest by sacrifice.

    Aethereal Overdrive (X)XUG
    Instant (M)
    Reveal the top X cards of your library, then play all lands revealed that way and return all other cards revealed this way to the top of the deck in random order.
    "It took a lot of work, but I think this should work."
    --Assan, Explorer of the Lines


    The thing in the mana cost is because I'm undecided. the flavor text is kind of based on Zendikar, because why not.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Umm.... Yeah, the image is great, but the text looks weird. Also, it's BG instead of just G.

    Let's make her RG and remove the last two lines and it should work:

    Shuul, the Aethereal Menace 3RG
    Legendary Creature - Nymph Dryad (M)
    Costs of creatures with monstrosity you control cost up to 1 less to activate for each tapped land you control.
    Monstrosity abilities of creatures you control can't be countered.
    Whenever a monstrous creature you control attacks alone, put a number of +1/+1 counters on that creature equal to its power.
    4/4
    Posted in: Custom Card Contests and Games
  • posted a message on Explain Frontier To Me
    I agree with all of that, actually. Anyway, at the moment no banlist works well, given most of the banned cards on Modern are not Frontier-Legal.

    This is what I got so far:

    All expansions/core sets from M15 onwards are in, the Intro Packs/Planeswalker decks from after M15 are in, also the sample packs from Origins and the Welcome 2016. The Masterpiece cards, however, are not into it unless they are added in any of the aforementioned packs.

    Also, right now the format is Casual, so we dunno what may happen...
    Posted in: Frontier
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Mmm... interesting... Lemme fix it:

    Shuul, the Aethereal Menace 3BG
    Legendary Creature - Nymph Dryad
    Costs of creatures with monstrosity you control cost up to 1 less to activate for each tapped land you control.
    Monstrosity abilities of creatures you control can't be countered.
    Whenever a monstrous creature you control attacks alone, put a number of +1/+1 counters on that creature equal to its power.
    Imprint - Whenever a monstrous creature you control dies, you can exile it instead.
    During your standby phase, you may pay X life: return a creature with converted mana cost of X exiled by ~ to the battlefield.
    4/4
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I guess that, given the ruling this wording gives, it can tap for attack and, if dealing damage that way, it won't need to be tapped for the second part to work and in your next turn it's just a land. I dig it, alright.

    I'll say it right here: I love monstrous, specially hydras. I'll go overboard with the former:

    Shuul, the Aethereal Menace 5GG
    Legendary Creature - Nymph Dryad
    As an additional cost, discard any amount of cards
    When ~ enters the battlefield, you get as many E as cards discarded to cast it.
    Whenever a monstrous creature attacks alone, you get E equal to its power.
    Pay E: Put a +1/+1 counter on target monstrous creature.
    6/4
    Posted in: Custom Card Contests and Games
  • posted a message on Explain Frontier To Me
    EXCEPT the reason why some people prefer Frontier right now is because Modern has a lot of experimental features from before M15 that end up being under used or just broken.

    Besides, Modern can end in a couple turns with the proper cards and most of those are pre-M15. Konami, the owners of Yu-Gi-Oh!, also think their game is too fast, which is why they are trying to slow things up with a new mechanic and the whole change of rules (ironically, they had previously ACCELERATED the game with the last mechanic and change of rules...) Frontier, given the card pools, can end up being a slightly slower Modern, enough to play more turns.

    Personally, most of my losses come in Modern by facing control cards that are pretty much broken. The thing about Frontier is that a lot of cards from Modern tend to be better adjusted versions of Modern cards that allow for slower play. Finally, if Frontier is like Commander, the banlist would be better adjusted because it would be kept by an unofficial source closer to the game (as far as I remember, the site mtgcommander.com has the banlist for commander, maybe a similar one can be used for frontier?)

    Personally, we can try another thing for frontier, just to make it feel different (you may know where I'm pulling these rules from):
    -We can change the card-in-deck limits to Maximum of 3 copies of any non-basic card instead of 4, Minimum of 40 instead of 60 and/or 5 cards in hand at start instead of seven.
    -We can begins with some lands already in play before the first draw, maybe 3 each. These lands can't be changed by Mulligan.
    -Any other ideas?
    Posted in: Frontier
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    What about Standard or Modern?
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Okay... so, it either taps for a red mana or grabs red mana to turn it into blue mana. For a hand, that sounds a bit insane, but I can actually see a cycle of these. Hell, I'm working on a custom set of enemy colors and that may be the kind of land I may like on it. Because fetch lands are too mainstream.

    Aethereal Wurmagination 5
    Artifact
    ~ enters the battlefield tapped.
    ~ doesn't untap during each of your untap step.
    Pay EE: Untap ~.
    As long as ~ is not tapped, it becomes a colorless X/X Wurm creature with trample, where X is equal to the amount of E you have. It's still an artifact.
    T, pay any amount of E: Add that amount of mana in any combination of colors to your mana pool.

    Originally wanted it to just add mana equal to the E it had without having to pay it, but I thought that would had been too much. And I know the name's silly, aye? Also, I wasn't sure about putting a simple X in front of the energy counter (I have the same thing with specific colored mana), so I rewrote the last one.
    Posted in: Custom Card Contests and Games
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