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  • posted a message on White Hatebears in Standard
    Thank you both for the feedback!

    Admittedly, both cards are a little undercosted compared to most current creatures in white. That was intentional, but I understand the criticism. Regarding effect costs, I too think that Silkweaver Mystic's death trigger would still be viable even if it required to pay W.

    Obnoxious Zealot was originally intended to work on all spells, but then I changed the effect to work on creature spells only, because I thought that that was a little too powerful. I don't know if I'm comfortable changing the effect to work only on noncreature spells, because the main purpose of the card was to slow the opponent down. Still, I could raise the cost to 2W and have it work on all spells, plus I'm thinking of having the effect last "until your next turn", since the effect would serve its originally intended purpose just as well.
    Posted in: Custom Card Creation
  • posted a message on White Hatebears in Standard
    Silkweaver Mystic 1W (R)
    Creature - Human Monk
    Sacrifice Silkweaver Mystic: You or target
    planeswalker you control gains protection
    from the color of your choice until end of
    turn.
    When Silkweaver Mystic dies, your
    opponents can't cast spells this turn.
    "I put my heart and soul into this cloth."
    2/1

    Obnoxious Zealot 1W (U)
    Creature - Human Cleric
    When Obnoxious Zealot enters the
    battlefield, for each opponent, the next
    creature spell that player casts costs 1
    more to cast.
    "Peace is to be kept by force; we shall
    drive out the seeds of conflict, so that
    people can finally live in harmony."

    2/2

    I wanted to fiddle with some traditional white mechanics like protection and taxing in present-day Standard. It seems that Wizards has been moving in that direction recently, with cards like Elspeth Conquers Death and Selfless Savior, and I hope that this trend doesn’t stop.

    Posted in: Custom Card Creation
  • posted a message on Fleshgorger (simple black design)
    While the effect isn´t necessarily overpowered in an eternal setting, the card has the power to take over the game by itself in a more casual environment, where it could sometimes be equivalent to a Time Warp. I think the effect should at least have some kind of drawback (e.g. life loss either whenever the ability triggers or when Fleshgorger dies).
    Posted in: Custom Card Creation
  • posted a message on Leyline of Symmetry
    Quote from user_938036 »
    That is a frighteningly complex card. You trigger on cast and then if the spell resolves a copy is created. Then you put a targeting restriction that is very easy to be impossible.
    The worst part of the card is waiting till the original spell resolves to actually make the copy because that is a whole host of problems. The second biggest problem is the open-ended check for targets followed by the restriction on targets for the copy. The simplest example of a problem with that is a standard card Expansion/Explosion. If a player targets an opponent's creature to damage and themselves to draw the player with the creature can't actually copy the explosion because its targets are illegal, another obvious example is Switcheroo.

    There was a reason behind waiting until resolution to cast the copy: if I remember correctly, it was to prevent cards like Suffocating Blast to get easily countered.
    If I chose to ignore that particular situation, I could change the text to "Whenever a player casts a spell that targets a permanent they don't control, that permanent's controller copies that spell. The copy can't target a permanent its controller controls" or something like that. This way Leyline of Symmetry should be fine in most other cases. It doesn't work with Switcheroo, but I'm fine with that, since that card has a sort of "symmetrical" effect by itself. I'm not a fan of Lightning Bolt being able to go upstairs, but that´s a price I'm willing to pay.

    Quote from user_938036 »
    Looking at the card its intent is to make removal spells symmetrical meaning it wants to be played in a permanent heavy deck. However, it fails on multiple axis. First, this obviously does nothing if the opponent doesn't have the permanent types that are being targeted. If they have no creatures this card does nothing when they murder your creature. If they have no planeswalker they can Swift End without repercussion. With no enchantments, they can Nature's Claim without worry. So the card is trying to do something that just can't be done with the tools it has. Second because it only works on spot removal you are still wide open to mass removal.

    Actually I thought it would be best suited to passively combat attrition, mainly in Tempo strategies like Delver of Secrets decks. In that case, it's actually working as intended if it doesn't do anything while the opponent doesn't have a valid target, because that should mean that you're ahead.
    Moreover, this isn't thought as a catch-all answer: its purpose mainly is to counter spot removal as means to get ahead on board.
    Leyline of Symmetry is supposed to be a sideboard card, so it's normal if it doesn't always work, as long as it isn't too often useless.
    Posted in: Custom Card Creation
  • posted a message on Leyline of Symmetry
    This is over-the-top for a Leyline.

    The interactive domain of the effect has too much impact, and would tip the scales at the start of the game (not fun). However, if you put this on a creature the same cost, then it would great (just as dynamic—and far more balanced).

    I didn´t write it, but I suspected that. If it worked only on creatures would it still be unfun? (Just to be clear, this is out of curiosity, I don´t think I would like the card with this change.)
    Regardless, I will try and do as you suggest Thumbs Up

    Edit: Another question: Is the wording correct on the card, as far as you know?
    Posted in: Custom Card Creation
  • posted a message on Leyline of Symmetry
    Leyline of Symmetry 2UU
    Enchantment
    If Leyline of Symmetry is in your opening hand, you may begin the game with it on the battlefield.
    Whenever a player casts a spell that targets a permanent they don't control, that permanent's controller copies that spell as it resolves. Each of those copies targets a permanent their controller doesn't control.

    A complement to Leyline of Sanctity, I tried an approach which doesn´t make interaction impossible, but values the threat resilience of each
    permanent-based strategy.
    This wasn´t intended specifically for Modern play, but I tried to make Slaughter Pact shenanigans as difficult as possible. Is this enough? I also wonder if a simpler and/or more elegant wording is possible.
    Posted in: Custom Card Creation
  • posted a message on Singularity (cheap white removal)
    Quote from user_938036 »
    It shouldn't be compared to misstep. That card was so obviously broken it's a wonder how it made it through design. Whether or not your card is actually broken is hard to say. It can do a lot in those formats but it would have to find a home and if it does i could aee it being broken. Though it's also possible that the format could adapt it's nearly impossible to say.

    I understand. Well, if I had to take a guess, I could see this being run in any deck which currently runs Swords to Plowshares, plus maybe Delver strategies, which currently prefer splashing black rather than white in most cases.
    Posted in: Custom Card Creation
  • posted a message on Singularity (cheap white removal)
    Quote from user_938036 »
    This is a powerful card that I could see being banned in legacy and restricted in vintage. A lot of very powerful things are done in those formats for 1 mana and being able to answer any of them is powerful.

    Thanks for your reply.
    Is it really that powerful? I mean, sure, the most immediate comparison an be made with Mental Misstep, which is banned as well, but I thought that was because of the tempo gain (it can be cast essentially for free) and ubiquity in the format (it is extremely splashable), both of which I see reduced in Singularity.
    Posted in: Custom Card Creation
  • posted a message on Singularity (cheap white removal)
    Back in the day, when Isolate was spoiled, I remember people being disappointed that it couldn´t hit permanents with cmc 0. I always felt fitting that it couldn´t, but recently I wondered if there were other ways to make the card better, and this is the answer I gave myself:

    Singularity W
    Instant
    Exile target spell or permanent with converted mana cost 1.
    "Nowhere, forever"

    I can see this card played in Legacy, where it can effectively counter cards like Lightning Bolt, Brainstorm and Surgical Extraction, but it might be tested in Modern too, especially against Amulet Titan and Jund.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I can see your point, and I agree. Thanks for the feedback!

    Quote from clan_iraq »
    Pyre Goblin RR
    Creature - Goblin Shaman (U)
    When Pyre Goblin enters the battlefield, add RRR
    1/1

    How dangerous could a pyretic ritual on a stick be? Particularly in a relevant tribe to mirror Elvish Visionary. Contrast priest of urabrask and burning-tree emissary

    To answer your question, I think that, unfortunately, Pyre Goblin is a little too dangerous. Ritual sorceries are usually compensated by negative card advantage whereas, in this case, the board state progresses in your favour, especially if you manage to chain multiple copies of it in the early turns of the game. By comparison, Priest of Urabrask is weak because it is too slow for a tempo strategy, while Burning-Tree Emissary possesses creature types that are less effective in swarm strategies, which is where your card shines. But, most importantly, neither of those creatures actually ramps. If Pyre Goblin were legendary, I could see it being balanced, but such effect does not fit the concept of a legendary creature very well. At the very least, I could see the rarity shifted from uncommon to rare, seeing as it would‘ve been not only a long time since we had seen a new ritual printed, but also the first time that it would’ve taken such form.
    I hope that my review was useful.

    Offspring of the Maelstrom U (R)
    Creature - Elemental
    At the beginning of your upkeep, pay 1 for each +1/+1 counter on this creature. If you can't, sacrifice it.
    Whenever this creature becomes the target of a spell or ability an opponent controls, counter it if the converted mana cost of that spell or of that source's ability is lower than the number of +1/+1 counters on this creature.
    1U: Put a +1/+1 counter on Offspring of the Maelstrom.

    While developing this card, I wanted to create a strong finisher for a blue control deck in a general standard environment. What I actually obtained is, in my eyes a creature that, even in the early stages of the game, is capable of punishing the opponent for not applying enough pressure. Even so, I’m definitely satisfied with what this card has come to be. Thoughts?
    Posted in: Custom Card Contests and Games
  • posted a message on Three Sorin-related Cards
    Hello everyone!
    I recently designed some cards by imagining a possible “redempion arc” for Sorin, after he basically made the destruction of his own plane possible by killing his own daughter, and was rendered unable to move at the end of the Eldritch Moon narration (even though I pictured a couple of images, rather than an actual story).

    Sorin, Grieving Wraith 2WB (M)
    Legendary Planeswalker - Sorin
    +1: Each player returns a creature card from their graveyard to their hand.
    0: You get an emblem with "Whenever a creature dies, if you control a Sorin planeswalker, you may exile it. If you do, you gain 2 life.
    -2: Permanents you control gain deathtouch until end of turn. Sorin, Grieving Wraith becomes a 2/2 Vampire Cleric creature until end of turn. If he would die this turn, exile him instead. Return him to the battlefield at the beginning of the next upkeep.
    Loyalty 4

    Parasite Blade 3 (R)
    Legendary Artifact - Equipment
    Equipped creature has lifelink.
    Whenever a source an opponent controls would deal damage to equipped creature, prevent up to 2 of that damage. You may have Parasite Blade deal the same amount of damage to any target. If you don't, you gain that much life.
    Equip - Discard a creature card

    Recovered Resolution 2WWB (R)
    Enchantment
    When Recovered Resolution enters the battlefield, you gain 1 life for each creature you control.
    Whenever you gain any amount of life, you may have target player sacrifice a creature instead.

    My objective was to make them synergistic with one another without rendering them individually useless, as such was a suggestion I received when I started posting cards on this site. What do you think about my creations? I imagined them in a Standard environment, but they might be too strong. I'm particularly concerned about the last one.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    First of all, thanks for the freebie Smile

    Remember the Mentors 2WU
    Instant
    Counter target spell.
    Return a creature card from your graveyard to your hand.

    This is my attempt to design a card that helps pressure strategies outside Jund colors by disrupting the opponents' plan while, under the right conditions, increasing the resilience of the deck against attrition. Pretty simple, I know, but I deemed this as an elegant card.
    Posted in: Custom Card Contests and Games
  • posted a message on [GRN] Emmara, Soul of the Accord
    This new iteration of Emmara convinces me much more than the other one (if anything because I found the effect on that card very unexciting).

    I can see her being playable in Standard, especially in a creature token deck with cards like Mavra Fein, Dusk Apostle and Legion's Landing.

    Her combo potential in Modern is possibly high, but I'm wondering: would it be possible to make her a winning condition for Elves decks in Legacy in one way or another? I'm definitely no expert in such matter, but it was one of the things that came to my mind while reading the card.

    Edit: I think I found a way to combo off with Emmara, Soul of the Accord in Legacy Elves. By controlling Birchlore Rangers, Wirewood Symbiote and Nettle Sentinel in addition to Emmara, is it possible to tap these last two creatures, producing a token and having G floating. After that, if the effect of the insect gets activated by bouncing the Rangers and targeting Emmara, the Sentinel can be untapped by casting again what was returned to hand. Because the creatures involved are all untapped, the process can be repeated indefinitely.
    I did not want to “necro” this thread by posting another reply, but I’ll leave this update here, just in case someone looks for this kind of information in the future.
    Posted in: The Rumor Mill
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from clan_iraq »

    Unholy Fervor BB
    Enchantment - Aura (R)
    Enchant creature
    Enchanted creature gets +2/+1 and can't block.
    When enchanted creature dies, return Unholy Fervor to the battlefield transformed and attach it to that creature card in your graveyard.
    //////////////
    Devil's Brand
    Enchantment - Aura
    Enchant creature card in your graveyard.
    BBB: Return enchanted creature card from your graveyard to the battlefield. Transform Devil's Brand and attach it to that creature.


    Keep in mind it can't cheat in creatures like normal reanimation. I was trying to solve an animate dead-style recursion aura that moves between zones, without the incredibly inelegant terms needed to track across zones. A DFC I think is the trick. it could be flipped around so Devil's Brand is the front side and castable, with different mana costs...


    Admittedly, the nature of double-faced cards fits perfectly with the concept of your aura. I would not swap the two sides; however, depending on how and how much you want Devil’s Brand to be abusable (for example with cards like He Who Hungers or Phyrexian Plaguelord), you might want to make it so that its ability can be activated only at sorcery speed and/or only once per turn, maybe even giving the returning creature haste to balance the tuning. On a very personal note, I find the increase in toughness of Unholy Fervor a little counterintuitive, as the enchantment already gives enough resilience to the creature you attach it to.


    Spellslinger’s Pendulum 1UWR
    Enchantment
    Whenever you cast an instant or sorcery spell from your hand, exile cards from the top of your library until you exile an instant or sorcery card. You may cast without paying its mana cost if it has the same converted mana cost as the card you cast from your hand. Otherwise, put it into your hand.
    Whenever you cast an instant or sorcery spell, Spellslinger’s Pendulum deal 1 damage to each opponent.


    I designed this card so that it would be both the engine and the winning condition of a grindy deck that does not rely on creatures to close out the game. Just to clarify, I want it to work in such a way that if the spell had the same converted mana cost and you did not want to cast it, it would remain exiled. As for the name and the type of the card, I did not imagine the spell as a swinging weight, but rather, as a pulsing rune.

    Edit: Improved punctuation.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from KarmaHoudini »
    The Tamiyo card that you posted is, to put it simply, NOT a mono blue card.

    Blinking lands isn’t an ability that blue has ever had, the ability is either white or red (most likely red given that it has access to temporary land destruction, which this most often is). The ability also doesn’t really feel linked to the cantrip, it just kinda does stuff then draws a card. The fact that the draw trigger is delayed as well makes the card feel confusing.

    The -2 ability is definitely green and has no place on a mono blue card.

    The ultimate is also not a blue ability. If anything it’s white, maybe green/white, but definitely not blue.

    The cards abilities work together, but all and all it feels clunky, and is probably a Naya card instead of a blue one.

    I may agree with you on some things you said, but I also want to address some of your concerns. The first ability was supposed to mimic Phasing, which is a mainly blue (albeit very old) mechanic, which can also interact with lands at times, for example in Reality Ripple. With the planeswalkers' abilities being at sorcery speed, I needed to use a slightly more complex wording in order to obtain a similar effect. Drawing a card at that timing is supposed to keep, numerically speaking, the card advantage that the ability provides. Truthfully, I too believe that the effect does not fit into the card, but simply because it does not belong to Tamiyo as a character (as far as we know). The second ability, as I stated in my last comment, is supposed to show the connection between the planeswalker and the Moonfolk tribe and, even if it is not very indicative of a blue card, that is also true, for example, in Patron of the Moon. The third ability takes inspiration from Imprisoned in the Moon, which shows a confinement spell used by Tamiyo and, while the effect is different, I believe that the concept is similar.

    Quote from Forestsguy »
    Elenda's Virtue 2WB
    Enchantment (R)
    At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink.
    Ascend - if you have the city's blessing, creatures you control get +1/+1 and have vigilance.


    I believe that this card can be a bit oppressive for your opponent when you have the city's blessing. I'm comparing it to Tendershoot Dryad, which is faster, but also more expensive and easier to remove, and to Radiant Destiny, which is cheaper but does not create board presence. Personally I would remove vigilance from the card you created, so that its effect does not overlap with the one from the enchantment I mentioned (since they share card type and a colour, too).

    Searing Jailer 1WR
    Creature - Elemental
    When ~ enters the battlefield, exile target creature an opponent controls until ~ leaves the battlefield.
    At the beginning of your upkeep, if that creature is in exile, ~ deals 2 damage to its owner.
    0/2

    I don’t have much to tell about this card. It’s been a long time since I first wanted to create a Fiend Hunter kind of creature that also had offensive potential, and the idea came from trying to apply Sulfuric Vortex onto a creature.

    Edit: Slightly extended the review of Elenda's Virtue.
    Posted in: Custom Card Contests and Games
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