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  • posted a message on Need to make sure this works the way I want it to work
    If you opt to make "exile ~" part of this ability's cost, you could simply make the ability sorcery speed (like more old school discard abilities). That way you can't use it as a response to save him and you can't use it multiple times.
    Posted in: Custom Card Rulings
  • posted a message on Two Cards
    I think that's along the lines of the wording that silvercut was suggesting. Yeah, it's a good idea.
    I just wanted it to avoid 'legend rule'-ing itself and your other creature out if you wanted to 'decoy' Akroma, kiki-jiki etc...
    Posted in: Custom Card Creation
  • posted a message on Two Cards
    Would anyone have an issue with wording the decoy's ability--as ~ enters the battlefield, return a creature you control to it's owner's hand. ~ enters the battlefield as a copy of that creature. to take advantage of come into play abilities? :p
    Posted in: Custom Card Creation
  • posted a message on Paragon of Judgement
    Ironically, a presumeably unintentional side effect of this card is that it makes non-black AND non white creatures less vulnerable to most black removal like terror/doom blade/dark banishing so monowhite creatures become the only creatures this type of black removal could target/destroy.
    Posted in: Custom Card Creation
  • posted a message on Emotional Outburst, Taste, Sling (comments and help needed)
    I just wanna note that a difference between Sling and Fling is that Fling itself deals the damage while Sling has the sacrificed creature deal the damage. As written, this will create interesting interactions when it comes to abilties like lifelink, etc.
    Posted in: Custom Card Creation
  • posted a message on Egyptian Mythology-based set
    Quote from Bertech.dk
    May i suggest something that has something to do with the wonderfull substance Sand. Which I figure has something mountains and plains in it

    Like
    Sand Sphinx 1WWRR
    Creature - Sphinx
    Flying, haste.
    5/5
    Or something like that...
    I really like where you're going with that idea, though I'm not quite sure I see where the -sand- part goes exactly...there are cards like sandskin and viashino sandscout that we can draw thoughts from....haha, hey why not combine them!?

    Sand Sphinx 1WWRR
    Creature - Sphinx
    Flying, haste.
    Prevent all combat damage that would be dealt to ~.
    At the beginning of the end step, return ~ to its owner's hand.
    (Return it only if it's on the battlefield.)
    5/5

    Whatcha think? Quite an aggressive sphinx whose sand-hide keeps it from getting hurt in battle.
    Posted in: Custom Card Creation
  • posted a message on Egyptian Mythology-based set
    Quote from Jaxck
    Anubis isn't lord of the dead, Osiris is. Anubis is simply a judge. Perhaps some sort of enters the graveyard effect...
    According to my sources, Anubis was originally the Egyptian god most associated with death and mummification prior to Osiris' ascent. Afterwards, his function was mostly to weigh the hearts of the deceased before they passed into Osiris' presence.

    If this is true I'd like to stick with the current Anubis template, though it makes the question of Osiris' eventual design much more interesting...I'm already thinking White Black...

    A demonic egyptian god said to battle the sun itself. Like a viper Apep lies in wait just beyond the horizon as the sun sets waiting to devour it whole...

    Apep, The Devourer 4BBBB
    Legendary Creature--Demon Snake Spirit
    divinity--you play with your hand revealed. As long as you have 5 black cards in hand, ~ is indestructible.
    When ~ enters the battlefield, if you cast ~ from your hand, reveal any number of black cards from your hand. Exile target permanent for every black card revealed this way.
    7/4

    A nile-related card that would assist in the 'divinity' mechanic...

    Blessings Of The Nile 1UUU
    Enchantment
    At the beginning of each player's end step, that player draws cards until he or she has seven cards in his or her hand.
    Posted in: Custom Card Creation
  • posted a message on Egyptian Mythology-based set
    I'm not familiar with the Ra myth - is there a flavor behind "Arcane Denial on a stick"?
    The logic we're using here is that as a god-king he should have some degree of control over the magics around him, but as a Sun god he should represent some degree of balance in doing so. Also we thought he should have some compacity to feed his first ability...though the ability could have easily have gained the controller life instead of card draw.

    Isis, while I want to like her and her synergy, just seems too slow and weak. Sure, there are going to be times when you nab their only Baneslayer, but I'll trade my random 2/2 and a Shock for your 6 mana rare legend any day.

    Her third ability is too slow as written and too unfun if the sorcery speed is removed.
    There's always the ability to add shroud here OR to let the first ability target the creature you want...I'm not too sure she's terribly over powered either way. She avoids removal by being able to exile herself anyways, so I'm more apt to think her targeting the creature would be more balanced....but repeatidly doing so? reminds me of Memnarch...but I still think more balanced.

    A powerful effect over time for a high cost. Feels right for a Mythic. Should it interact with the exile zone instead of the graveyard? (Lord of the dead after all...) Should specify "under your control" imo.
    you made a great point. The thought was that as the god of the dead it could 'bury' creatures without other spells/creatures interacting them. Almost like creating his own 'pocket' to put the dead in where lesser black magic couldn't interfere. Though with some thought I'm leaning more towards agreeing with you. I will errata it soon enough.


    6 mana, 7 life, and another card to sac the Sarcophagus, to tutor up Progenitus? That's quite a hefty price. At least it won't be breaking any formats, but I wonder how much fun it is to play. I'm sure you could knock off both "loses 7 life" abilities and it would still be plenty interesting, especially as it doesn't have any way to get itself into the GY.
    The thought here was exactly for powerful legendary creatures like P'genitus and the life loss was in flavor with a pharoah's tomb being cursed and causing those who mess with it (or in a worse case, open it) to face misfortune. In casual games, or edh this card could very easily get busted thanks to enablers like goblin welder...though that's probably where it would see the most play.

    This is basically "Tap: get a free 2/1", except that you can still use it for mana during your opponent's turn! I think a 1/1 would be more appropriate.
    Agreed

    Don't forget to make cards for Osiris, the Pyramids, and the Sphinx.
    We were thinking of a fat creature for the sphinx. Possibly an artifact or blue/white with lifelink and/or vigilance. One idea for the ability it would have is something along the lines of "whenever a creature [an opponent controls] attacks you, shuffle your library then reveal the top card of your library. If the revealed card's converted mana cost is greater than or equal to the attacking creature's converted mana cost, return the attacking creature to its owner's hand."
    Posted in: Custom Card Creation
  • posted a message on Mythical Creatures
    Quote from gtmwarrior
    artaeil's sounds like a fun, dumb ability but isn't this a really weak card? you're paying 6 mana for a 4/4 so it should have a great ability.. which ends up being that it'll randomly wrath itself away in the next few turns. how is this useful?
    You could build around it, but most of your useful cards would be instants/sorceries unfortunately...helpful stall/control artifacts and enchantments would end up removing themselves Frown
    Posted in: Custom Card Creation
  • posted a message on Egyptian Mythology-based set
    I'm working with my friends to design a fun Egypt-related set, and I'm anxious for opinion on some of the ideas we've come up with. Please feel free to post opinions and suggestions!

    Horus 1WW (R)
    Legendary Creature--Bird Spirit
    Flying, Lifelink
    You play with your hand revealed. As long as you have 3 or more white cards in your hand, Horus is indestructible.
    2/1

    Isis 4WU (R)
    Legendary Creature--Spirit
    When Isis enters the battlefield, gain control of target creature of an opponent's choice that he or she controls.
    UW;t: Exile Isis. You gain 2 life.
    2WU: If Isis is exiled, return Isis to the battlefield tapped. You may play this ability only during your turn.
    2/2

    Ra 3WWW (M)
    Legendary Creature--Spirit Lord
    Vigilance, Flying
    You play with your hand revealed. As long as you have 5 or more white cards in your hand, Ra is indestructible.
    2W;t: Target spell's owner shuffles that spell into his or her library and then draws 2 cards. [or target spell's OR nonland permanent's owner shuffles that spell or permanent into his or her library and then draws 2 cards]
    5/5

    Anubis 2BBB(M)
    Legendary Creature--Spirit Hound Jackal
    Intimidate
    Jackal Creatures you control get +1/+1
    At the beginning of your upkeep, search target player's library for a creature card and exile it. That player shuffles his or her library.
    x: Put target exiled creature card with converted mana cost X onto the battlefield.
    4/5

    Pharoah's Tomb(R)
    Legendary Land
    Pharoah's Tomb enters the battlfield tapped.
    t: add Bto your mana pool.
    At the beginning of your end step, if Pharoah's tomb is untapped, you may put a 2/1 1/1 black zombie warrior creature token into play.

    Sealed Sarcophagus 6(R)
    Artifact
    If Sealed Sarcophagus becomes the target of a spell or ability, that spell or ability's controller loses 7 life.
    When Sealed Sarcophagus is put into the graveyard from the battlefield, you lose 7 life, then you may search your library, hand, and graveyard for a legendary creature card and put it onto the battlefield tapped. If you do, shuffle your library.
    "I don't believe in curses."
    "I don't think that matters..."
    ~last words of two treasure hunters

    [2/16/10]

    A demonic egyptian god said to battle the sun itself. Like a viper Apep (or Apophis) lies in wait just beyond the horizon as the sun sets waiting to devour it whole...

    Apep, The Devourer :4mana::symb::symb::symb::symb:
    Legendary Creature--Demon Snake Spirit
    divinity--you play with your hand revealed. As long as you have 5 black cards in hand, ~ is indestructible.
    When ~ enters the battlefield, if you cast ~ from your hand, reveal any number of black cards from your hand. For every black card revealed this way Exile target permanent and you gain 3 life.
    7/4

    A nile-related card that would assist in the 'divinity' mechanic...

    Blessings Of The Nile :1mana::symu::symu::symu:
    Enchantment
    At the beginning of each player's end step, that player draws cards until he or she has seven cards in his or her hand.

    2/18/10
    Jackal Chieftain 1BB
    Creature--Jackal Warrior
    First strike
    When Jackal Cheiftain enters the battlefield, search your library for up to 2 Jackal creature cards and put them into your hand. Shuffle your library.
    2/1

    Anubis High Guard 1BBB
    Creature--Jackal Warrior
    First Strike, Deathtouch, Lifelink
    4/3

    Emerald Scarabs GG
    Creature--Insect
    Deathtouch
    G,Sacrifice a land: Return Emerald Scarabs to your hand. Play this ability only if Emerald Scarabs is in your graveyard.
    2/3

    Curse of Locusts 3GG
    Sorcery
    Destroy target non-creature permanent then put X 1/1 green locust creature tokens into play where X is the destroyed permanent's converted mana cost.





    More to come later!
    Posted in: Custom Card Creation
  • posted a message on [Development]Dark Vengeant Control
    Quote from BCGamer


    Magma Phoenix is lack-luster, I had tested it in the beginning of this thread's discussion (might want to read through the whole thread). Yes it can kill big nasties, but it isn't a good finisher. If you are dropping something on turn five in this deck it should be able to scare your opponent. The magma phoenix from my testing just doesn't get the job done. He only swings for 3 and he's lightning bolt bait, which makes him a liability. There were points in a couple games where I was scared of my own creature. He can be played around too easily and manipulated to be a boon to your opponent instead of a bane.

    Control get rid of him easily and aggro isn't scared of a board sweeper by turn six/five.

    Your argument to the phoenix whipping out a naya/rock decks army but not the BSA is mute. If the baneslayer is alive you still loose.
    Oh I saw your earlier posts, I'm just trying to get multiple opinions and revisit the proposition if you don't mind. The points you made are definitely noted however, the biggest of which being its lack of swinging power.

    My thought wasn't so much in line with the Phoenix being a finisher as much as a piece of utility and while not specifically against BSA, it was a not-so-unlikely scenario where I think "taking out an army" (an implied 2-3 for 1) and blocking the swing for 5 with one card seems like an okay exchange especially when we have lots of spot in the deck.

    The thought was that aggro would not exactly enjoy running their creatures into a board wipe and while yes, control can handle it, control can also handle every other creature we run can be handled similarly.

    But I hear what you're saying for the record Smile
    Posted in: Standard Archives
  • posted a message on [Development]Dark Vengeant Control
    What is the thought on Magma Phoenix in this deck as perhaps a 1-2 of? It carries a universal 3-quake that most of our creatures resist. It can hold back (and potentially kill) A. Persecutor, Bloodwitch, Jwar Sphinx, and most aggro creatures (ie gob, elf, vamp, etc). Though the Phoenix can't kill BSA on its own, it puts it in range to be finished with Bolt/Ajani. The "player" damage from it hitting the graveyard can strike planeswalkers if need be and obviously on turns where you have nothing better to do, it recurs itself.

    Cases against might be that it adds to the five hole while bumping up the necessary red needed to run the deck and path can take it out with little reward in return though the latter could be said about any shroudless creature. I'm not necessarily an advocate of the guy, but he does seem to have a decent amount of pros to balance out manageable cons IMO.

    And if, by some miracle Basilisk Collar becomes playable, it's the perfect creature for it.

    Edit: I also like it more than SGC for that slot as it'd be less mana intensive to get the damage effects, doesn't get in the way of your own earthquake and in the case of creature-heavy decks that run Baneslayer (ie naya/rock) baneslayer's first strike works against it in the case of swinging into it as she'd potentially set her army to be wiped before they could deal damage.
    Posted in: Standard Archives
  • posted a message on [Development]Dark Vengeant Control
    Quote from handsomberries
    i would recommend moving the kor firewalker to the side as well, replacing him with more removal. filling out the terminate playset is probably your best bet

    i like the wall, its too defensive for my build, but probably works great in your build with the felidar sovereign

    I'll have to give your line of thinking a try, I'll return later with how the changes faired and an updated decklist
    Posted in: Standard Archives
  • posted a message on [Development]Dark Vengeant Control
    Quote from BCGamer


    Tidehollow is not good in this deck. Its not protected against our red sweepers. He may steal a card for a turn or two, but he's not amazing like in other control decks. He is also one of the only targets early game so he gets hosed extremely fast. Tide doesn't create card advantage, most of us that have been testing the deck since page won have commented on the matter on multiple occasions.

    Whispersilk is a limited card, not standard.

    You have a lot heavier creature base than a lot of the other decks in this thread. It may work in your favor, but you lack a lot of creature removal in my opinion. You only have four forms of spot removal. Malakir Bloodwitch will hose your deck, you only have two terminates and you have three nighthawks in the side. I don't see you having a good match up against vamps or most aggro. Maybe add Volcanic Fallout to respond to an attack step.

    The deck is defiantly built to your style, so please go out and playtest and let us know how you're doing.
    I'm basically going to agree with all you have to say especially in regards to Sculler. After a bit of thought I want to try the deck with a bumped up number of terminates in the main as well as Hemorrhages and mind rots in board. I figure after fighting through enough disruption, the threats to this deck as very specific (ie Bloodwitch), also I'm curious what you think about Wall-o-Rev/firewalkers against aggro? Are you thinking it's not aggressive enough?
    Posted in: Standard Archives
  • posted a message on [Development]Dark Vengeant Control
    Quote from arrow_runner
    I didn't see where anyone posted anything about Seer's Sundial. Has anyone thought about testing with it? (I think 2, maybe 3?) With the deck being focused on control and having up to 12 available fetchlands, I think it would a fairly easy card to abuse.
    Seems like something Valukut could afford to run if anyone, other than that I avoid it because of its cost and the mana it demands after it sticks...not worth it to me for that personal howling mine. Then again, i don't play Valukut :p
    Posted in: Standard Archives
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