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  • posted a message on The Mechanic Game
    Pick one from the list in the spoiler. The blue square with "LIST! (click to show)".
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    There's two uses of Shatter Eons. One requires the order of operations to allow for the change of extra turns to skipped turns to be interrupted by card destruction, which results in being able to perform complicated stack manipulation to get extra turns out of it for relatively cheap, and the second is a super-intensive combo to remove all your turns to avoid negative effects on your turns involving a card that lets you use other people's untap step, Teferi, Mage of Zhalfir and a not-on-your-turn draw engine.

    ---

    Speaking of dodging unwanted turn parts, have a fixed crosspost. I forgot to check the rules before I made it, but this version works as intended.

    Rush to the Finish 1URR
    Enchantment
    All players skip their Upkeep step and Ending Phase and their second Main Phase each turn.
    All players take a second Draw step and a second Combat Phase each turn.

    ---

    The Ending Phase is different from the End Step. It includes the End Step, but it also includes the step where you discard cards past the hand limit, remove damage from creatures, "end of turn" effects don't stop and generally all the stuff that should happen at the end of turn... Doesn't. At all. Damage carries over through turns, cards don't get discarded when over the hand size limit and effects that end with the turn don't. The game essentially becomes one massive run-on turn for a lot of rules.

    The second main phase is what lets you use non-instant-speed cards after the combat phase. So removing it means that combat is followed immediately by the now-missing Ending Phase. So the last Combat Phase is immediately followed by the next player's Untap Step.

    An extra Draw Step means you draw another card, and all abilities that trigger during the Draw Step go off twice. An extra combat phase is exactly what it says, you go through the combat phase a second time. Without untapping, but anything that happens during the combat phase happens again.

    Basically, the foundation of the game is completely warped by this card because highly important parts of the turns are cut out for everyone.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Well, first issue I have with it is that the name isn't fitting. If it was flawless, they wouldn't die at the end of turn. Balance wise, it's simultaneously overpriced and underpriced. Seven mana across three colors for one revived creature that gets +1/+1 until end of turn, followed by sacrificing a creature at the start of the next upkeep, is too high a price. However, the total P/T advantage is a nasty exponent. If you are playing a hard ramp deck with self mill, then you can be paying a meager 12 mana for six revived creatures of any CMC, each with +6/+6 and Haste until end of turn. This is a minimum of 36/42 P/T with Haste hitting the board.

    Card will come in a minute because I remembered I was tablet posting after getting the comment done, and the tablet reloads tabs when I tab out.

    -edit-

    Card has arrived, and is, as usual, a crosspost:

    Gravesearcher Geist 1BU
    Creature - Spirit
    Gravemorph: Exile a Spirit in your graveyard (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
    Sacrifice Gravesearcher Geist: Search your deck for a Zombie or Skeleton card and put it on the top of your deck, or target Zombie or Skeleton in your graveyard gains Gravemorph until end of turn
    1/1

    ---

    Say hello to a wonky fetch, made to synergize with Jandor's Ring. Note that quite a few of the Gravemorph cards I've made(it's a keyword I made for the sake of wonkyness) are Skaabs, and thus mill you on entering the battlefield, so this just flat out fetches a card most of the time. I should make more Skaabs for Gravemorph... They're supposed to be the bulk of the setup for the self-mill cost.
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Assassin's Hall
    Land
    tap symbol : Add Colorless Mana to your mana pool.
    (2/B)(2/B) : Target creature with Deathtouch you control gets First Strike until end of turn.

    ---

    Next: Thelon of Havenwood
    Posted in: Custom Card Contests and Games
  • posted a message on Power Creep: The Game
    Cuombajj Witches WB
    Creature - Human Wizard
    Lifelink
    tap symbol : Cuombajj Witches deals 1 damage to itself.
    W/B mana : Cuombajj Witches deals 1 damage to target creature or player.
    1/3
    Posted in: Custom Card Contests and Games
  • posted a message on Power Creep: The Game
    Cuombajj Witches RB
    Creature - Human Wizard
    Whenever Cuombajj Witches takes damage, you gain black mana
    tap symbol : Cuombajj Witches deals 1 damage to itself
    B/R mana : Cuombajj Witches deals 1 damage to target creature or player
    0/3

    ---

    That's a pretty large jump, isn't it?
    Posted in: Custom Card Contests and Games
  • posted a message on Hose or Synergize
    Missing "Slivers {you control} get "{ability"", which is the standard for Slivers and important to making that card really useful for a draw engine, but I see the point of it and how it synergizes.

    Gravesearcher Geist 1BU
    Creature - Spirit
    Gravemorph: Exile a Spirit in your graveyard (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
    Sacrifice Gravesearcher Geist: Search your deck for a Zombie or Skeleton card and put it on the top of your deck, or target Zombie or Skeleton in your graveyard gains Gravemorph until end of turn
    1/1

    ---

    The synergy is that Jandor's Ring will let you interrupt your Draw phase by sacrificing this to grab a Zombie or Skeleton in your deck. The internal synergies this is primarily built for is two options: One is that you Gravemorph into a Skaab, milling the fetched card into your graveyard where it can be Gravemorphed, or retrieving a Zombie or Skeleton in your graveyard by giving it Gravemorph before the death resolves.

    Next: Hose Basal Sliver. I dislike sacrifice Slivers. There just aren't enough ways to pump tokens to feed it. The token pumps are powerful, but few.
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Here's a working link to the card: Atraxa, Praetors' Voice

    Quicksplice Neurogel 2GU
    Creature - Ooze
    Graft 2, Flash, First Strike
    Creatures with +1/+1 counters you control have First Strike
    0/0

    ---

    Next: Sliver Hivelord, in a similar way to how Psionic Sliver does. Which is to say, a Sliver that benefits from Indestructible.
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Darksteel Geode 3
    Artifact
    Indestructible
    Darksteel Geode comes into play with five Gem Counters on it.
    tap symbol , Remove a Gem Counter from Darksteel Geode: Add one mana of any color to your mana pool.
    2 mana , Remove a Gem Counter from Darksteel Geode: Put a Gem Counter on a land or artifact you control.
    3 mana : Lands and Artifacts you control with gem counters on them have Indestructible.

    ---

    Infected Sliver
    Corroded Myr
    Rotted Thallid
    Posted in: Custom Card Contests and Games
  • posted a message on Hose or Synergize
    Rush to the Finish 1URR
    Enchantment
    All players skip their Upkeep, Standby and End phases and their second Main Phase each turn.
    All players take a second Draw phase and a second Combat Phase each turn.

    ---

    Synergize with Plague Sliver.
    Posted in: Custom Card Contests and Games
  • posted a message on Power Creep: The Game
    Cuombajj Witches BB
    Creature - Human Wizard
    tap symbol : Cuombajj Witches deals 1 damage to target creature or player and 1 damage to itself
    1/3
    Posted in: Custom Card Contests and Games
  • posted a message on *The Common to Rare Game*
    Pyromantic Nexus 3RR
    Creature - Elemental
    When Pyromantic Nexus enters play, you gain EEE.

    At the beginning of your upkeep, you gain E.

    E: Add R to your mana pool

    ---

    Next: Basal Sliver
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Okay, Orderly Assult is wildly underpriced. Fury of the Horde applies the effect once and costs seven mana. While also being a Rare. Hellkite Charger is the closest fit, but only makes extra combat phases, so there's no chance to play cards between combats. And costs 7 mana each time. And is a 6-mana 5/5 flier with Haste, and is also Rare.

    Simply put, it's too cheap for the effect, compared to other, similar, cards.

    Have a repost with added reminder text:

    Boneyard Mass 2BU
    Creature - Skeleton Cleric
    Sacrifice X Humans or Angels: Monstrosity X
    Gravemorph: Sacrifice an Angel (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
    If Boneyard Mass is sent to the graveyard while Monstrous and its Gravemorph cost was not paid, put X 1/1 Blue Spirits with Flying into play, where X is the number of +1/+1 counters on Boneyard Mass.
    3/3

    ---

    And a fresh crosspost:

    Infested Sliver 2BG
    Creature - Sliver Fungus
    All Slivers you control have "At the beginning of your upkeep, this creature deals 1 damage to you" and "Whenever this creature is dealt damage, put a +1/+1 counter on it."
    Override (When Infested Sliver enters the battlefield, you may have an opponent take control of it. When you take control of this, sacrifice another permanent that shares a type with it)
    2/2

    ---

    Yes, it's just merging Fungus Sliver and Plague Sliver and using the New Sliver thing as a means of making it a harsh cost. The keyword is just part of the Mechanics Game thread being my main inspiration, and is how it manages to have the Plague Sliver role with the "you control" limiter.
    Posted in: Custom Card Contests and Games
  • posted a message on The Mechanic Game
    Infested Sliver 2BG
    Creature - Sliver Fungus
    All Slivers you control have "At the beginning of your upkeep, this creature deals 1 damage to you" and "Whenever this creature is dealt damage, put a +1/+1 counter on it."
    Override (When Infested Sliver enters the battlefield, you may have an opponent take control of it. When you take control of this, sacrifice another permanent that shares a type with it)
    2/2

    ---

    Basically just a nerfed Fungus Sliver. With the keyword given being used for Plague Sliver purposes.

    Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)

    Spellblock X (whenever a sorcery, instant or ability would target this creature, counter it if its CMC is X or less)

    Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)

    Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)

    Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)

    Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)

    Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)

    Wiseblow X (whenever this creature attacks or blocks, if you have more than four cards in hand, this creature gets +X/+X until end of turn)

    Obliterate (whenever a creature would be dealt damage by {this}, exile that creature instead)

    Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)

    Lifesteal X (whenever this creature/spell deals damage, you gain X life)
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from magac »
    A pity that Slaughter has been printed.... anyway, this is 7 mana 9 life... too expensive?

    Well, it creates three Goat tokens for 2 mana, which is a good value due to sacrifice costs in general. Three bodies for two mana is good in Modern White, due to availability of "creatures you control" buffs making sheer numbers work out well. Lorwyn block offers... four cards to give +1/+1 to each White creature? Pretty sure that there's one "{color} and {color} creatures you control get +1/+1" for each color pair in the block. Well, it's actually Shadowmore and Eventide that have those, but it's in Modern and doesn't have to compete with Legacy or Vintage.

    Slaughterhouse is also good because it's any number of creatures you control at three for each. In a heavy spam deck, which White/Black often becomes to fuel the sacrifice engines, it gets you a large pile of health to work with.

    Have a long-delayed crosspost:

    Funginoid 2(2/G)
    Artifact Creature - Construct Fungus
    Fabricate 2
    At the beginning of each upkeep, put a +1/+1 counter on Funginoid.
    Remove 3 +1/+1 counters from Funginoid: Put a copy of Funginoid onto the battlefield or put three 1/1 green Saproling creature tokens onto the battlefield.
    1/1
    Posted in: Custom Card Contests and Games
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