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  • posted a message on Help with a green mechanic
    That would be like Dryad Arbor, Land Creatures.
    No, with a mana cost.
    Edit: now I found it: Rock Jockey's ability. It feels a lot more green then red.
    Posted in: Custom Card Creation
  • posted a message on Build A Card *Salvation Version*
    Sancanix, the Doom Blade :2mana::symb::symb::symb:
    Legendary Creature — Human Assassin
    Posted in: Custom Card Contests and Games
  • posted a message on Help with a green mechanic
    Replicate for creatures (Breeding. I don't remember whose idea was it.)
    Thorn elemental's ability (keyworded)
    You can’t play ~ unless you played a land this turn.
    Play this creature instead of a land drop (I don't know how to write it)
    Imperiosaur's ability (Pure/Ancient)
    Troll Ascetic's ability (keyworded)
    Heads (Two headed dragon or so)
    Phantom (keyworded)
    Fungusaur's ability
    Penumbra
    Swarm 1 (This creature gets +1/+1 for each creature spell played this turn.) (Pharmalade's idea).
    Orochi "doen't untap at its controller's next untap step" (keyworded)
    Reseed X (When this is put into a graveyard from play, add X to your mana pool. This mana doesn't empty from your mana pool as phases and turns end. Spend this mana only to play creature spells.) ( Scuirimancer's idea).
    Poisonous.

    I keep ideas for mechanics I see in threads. Most of the abilities above are only partially green, but I included them anyway.
    Posted in: Custom Card Creation
  • posted a message on Are they?
    Stick together, at 5 CMC, is not the type of cards that will come early enough for winning aggro, but even if the aggro player have not won, each color has a way to get over this:
    White: countless disenchants, ***.
    Blue: no special means, just counters and bounce. However, this card is not that strong against control deck that will just wait to produce more tokens with Urza's factory/sacred mesa.
    Black: Damnation and Drain life effects. That card is the most potent against mono black control, but its the shared enemy, after all.
    Red: At this point, he will just burn your head.
    Green: Has a lot of creatures himself, and a lot of naturalize effects.

    This card can be played in the mirror match, but in that case, the one that creates more tokens wins already.
    It is really strong card in multiplayer, but at constructed I don't think at 5 CMC this is playable.

    With creatures like this on your side of the table, who needs opponents?

    Great idea for flavor text.
    Posted in: Custom Card Creation
  • posted a message on Hopefully less broken than before
    I wish there was a more precise way of counting control of permanents among multiple players.
    What's a Metodon?
    Metodon = Meta beast of some sort. It is just a playtest name.

    When I first read this, I thought it was permanents *you* control, and I thought, "That's fine, boring, but fine." This seems way too good in multiplayer. It also doesn't seem to be green, to me. Red is the obvious color, based on history. Maraxus of Keld.
    Copperhoof Vorrac and Wilderness elemental mixed.

    'And draws that many cards' is missing. Otherwise, NO. Just, no - Blue mass discard for 3 mana is a no - ever. To sum it up, there is no way this card can ever see print.
    Temporal Cascade. Blue has got discard in PC, and that's a card that could fit there.

    This needs a new name
    It really does.

    .... okay. But that's like way better than even Gaea's Anthem. ... in fact, I'd almost say it's strictly better.
    It doesn't affect creatures that CIP after him, but I discovered too via playtesting that he is broken.

    I like this card, except that I think it really is a crummy version of the Serra Avenger drawback. It should say something like "at the beginning of the upkeep of your fourth turn, if ~ is in play, you lose the game at the end this turn." Or something. That way you can actually have some chance you might consider playing it turn 1. Otherwise, worded the way it is, you have to win on turn 3. If I play turn 1 M.Bandit, turn 2 2xM.Bandit, swing for 2, turn 3 triple Brute Force (nice draw), swing for 15, I _still_ don't win on turn 3. If we change it to double Brute Force + Berserk, then I win on turn 3, but now we're playing Legacy. Make this creature a 1/2 Double Strike and it becomes way more interesting. And I would make it common or uncommon so that people can actually aspire to collect a playset.
    Do the ability work if he isn't in play?
    You can sacrifice him to scorched rusalka. He is a dead card in draft (The worst 4th drop in quite a time) or generally in limited.

    I think it should trigger on your 4th upkeep, or at the end of your third/foruth turn, to be more like FF and its ilk.
    Change to trigger at the beginning of the upkeep.
    Posted in: Custom Card Creation
  • posted a message on Are they?
    @Dryad: two of the three green cards you named are no longer applicable, as they are based on an outdated model of the color pie. White, however, has bushido, vigilance, high toughness defenders, and cards like righteousness that all support the toughness boost theme more than green.

    White gets +0/+X or +X/+X. Green gets -X/+X or +X/+X.

    In both cases, you're talking about combining cards that generally aren't constructed-worthy with an utterly horrible card just to turn it into an efficient beater. If it comboed well with cards that people generally want to put in a deck already, then it's workable. But as-is, it's just really bad and is far less playable (and interesting) than Phyrexian Negator.

    I said above that his P/T and mana cost should be changed. Its mana cost can be dropped by :1mana:, isn't it?

    I see the argument for five mana. However, unlike glare, you only need one evasive beater to win, and you dont have to tap your creatures to stop theirs. This allows you to run creatures with other utlities, e.g. mana production, ect. without worrying about tapping them. Additonally, if you have anything evasive, you dont need to wait for enough power to kill your opponent before you tap and alpha strike - you can keep swinging with the evasive guy while keeping your opponent even more locked with your other creatures. Even at five mana, id like to see GWW in this card's mana cost.



    The big drawback of utility creatures that token producers don't have is ***. And you still need more utility creatures than them. It is unlikely that one evasive guy will kill the opponent if it doesn't protect itself or you have counters to protect it.
    Posted in: Custom Card Creation
  • posted a message on Hopefully less broken than before
    Metodon :1mana::symg::symg:
    Creature — Beast (R)
    ~'s power is equal to the number of untapped permanents your opponents control.
    */2


    Refreshing Thought :1mana::symu::symu:
    Sorcery — Charm (C)
    Each player shuffles his or her hand into his or her library.


    Reversed Chaos :1mana::symr::symr:
    Instant — Transmutation (R)
    Change the target of target spell with a single target.
    If that spell is transmutation, ~ deals damage to its controller equal to its converted mana cost.

    Prophet of Might :2mana::symg:
    Creature — Human Druid (C)
    When ~ comes into play, put a +1/+1 counter on each other creature you control.
    2/2


    Morthian Bandit red mana
    Creature — Human Rogue (R)
    Haste, Double strike
    At the beginning of the upkeep of your fourth turn, you lose the game.
    Are you desperate enough?
    1/3
    Posted in: Custom Card Creation
  • posted a message on Are they?
    Neither can Glare. You're thinking of Opposition.
    Oops. But it isn't as broken as opposition...
    I will up the mana cost by 1 then.
    And by the way, I'm not deep into standard. Is glare that strong?
    Posted in: Custom Card Creation
  • posted a message on Are they?
    Compared to glare of subdual, this is totally overpowered
    It can't tap lands.

    Cool... but it doesnt seem B/G to me, particularly the second ability. In fact, i think this guy seems like a W/R creature - the first ability is flowstone, and the second it white's affinty for defense. so, :1mana::symr::symw: it is
    Green has Giant Badger, Tyrranax, brushwagg. But the second ability can be red. I think in R/G it would be underpowered and less useful, so I left it black.

    You've gotten pretty good comments so far, but I would say a better way to fix Psychic Endurance is to make it RFG the cards instead. Otherwise it is too abusable. It might also require 2 cards per life point, otherwise it mostly reads: When ~ CIP, gain 30 life. That's pretty good for 4 mana.
    Great idea. However, the card says your life total becomes 30 and you lose 1 life whenever you draw a card, which is at least once a turn.

    So unless I have life gain or damage prevention, I swing with this thing twice and I lose the game. With creatures like this on your side of the table, who needs opponents? It should at worst be just "that much damage".
    The drawback was the idea behind the card, I don't want to change it. The P/T and casting cost should be changed then.

    Erm... How much damage? O_o;
    Equal to its power (3).

    Other creatures you control come into play with 3 time counters and gain Vanishing.

    When ~ comes into play, put 3 time counters on each creature you control. Those creatures gain Vanishing.
    Fixed.

    1)The current wording can't decide whether it's a triggered ability ("Whenever") or a replacement effect ("instead"). Try "If you would be dealt damage, put that many cards from the top of your library into your graveyard instead."

    Fixed.
    Posted in: Custom Card Creation
  • posted a message on Build A Card *Salvation Version*
    Flames of Gorth :symr::symw::symb:
    Sorcery
    Choose one - Deal 4 damage to target creature or player, that damage can't be prevented; ...
    Posted in: Custom Card Contests and Games
  • posted a message on Are they?
    Deathwish Djinn :2mana::symb::symb:
    Creature — Djinn (R)
    Other creatures you control come into play with 3 time counters and gain Vanishing.
    When ~ comes into play, put 3 time counters on each creature you control. Those creatures gain Vanishing.
    6/5


    Stick Together :3mana::symg::symw:
    Enchantment — Charm (R)
    Each player who controls less creatures than you can't attack.


    Blackwood Dryad :1mana::symg::symb:
    Creature — Dryad (C)
    Whenever ~ becomes blocked, it gets +2/-2 until end of turn.
    Whenever ~ blocks, it gets -2/+2 until end of turn.
    3/3


    Psychic Endurance :2mana::symu::symw:
    Enchantment — Abjuration (R)
    If you would be dealt damage, put that many cards from the top of your library into your graveyard instead.


    Goblin Charger :2mana::symr::symr:
    Creature — Goblin Warrior (U)
    ~ can't block.
    Sacrifice ~: ~ deals damage to target creature equal to its power.
    3/1


    Deadly Mummy :2mana::symb:
    Creature — Zombie (R)
    Whenever ~ deals combat damage, it deals double that much damage to you.
    Trample
    5/5
    Posted in: Custom Card Creation
  • posted a message on Seeds of Strength-esque.
    Up to 2 spells is very strong


    Most thought otherwise, and I agree with them. You will almost never need to counter 2 spells, even in multiplayer.
    Posted in: Custom Card Creation
  • posted a message on Fade, Mob Leader...
    Fade blue mana
    Sorcery — Abjuration (R)
    Search your library for a card, reveal it, then remove it from the game.


    Mob Leader red mana
    Creature — Human Barbarian (R)
    ~ gets +1/+0 for each other attacking creature you control.
    0/1


    Auramancer Seer :1mana::symw:
    Creature — Human Wizard (U)
    Enchantments you control have shroud.
    1/1


    Sculpt Spell :1mana::symu::symu:
    Instant — Conjuration (R)
    You may discard a conjuration card from your hand rather then pay ~'s mana cost.
    Copy target instant or sorcery spell. You may choose new targets for the copy. If that spell is a conjuration, you may draw a card.
    Posted in: Custom Card Creation
  • posted a message on Seeds of Strength-esque.
    Duocancel :2mana::symu::symu:
    Instant
    Counter up to two target spells.

    That's my card!
    Posted in: Custom Card Creation
  • posted a message on New Stuff from CGI pLZ review!!
    Urza's Will should be worded:
    If you have seven or more cards in your hand, you may play ~ without paying its mana cost.
    It is a free counter if you are second, which is strong, but during the rest of the game it becomes less strong.

    Craven Elemental is a huge creature for his color, although not a good one drop. Its balanced.
    Posted in: Custom Card Creation
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