2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on "I Don't Like You" game.
    Harsh Light of Day 2W
    Enchantment
    All permanents lose hexproof, indestructible, protection, and shroud
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Overexploitation 1(R/G)(R/G)
    Sorcery

    Destroy target basic land. Add (R/G)(R/G)(R/G) to your mana pool.

    Next:
    Double Trouble
    Triple Threat
    Posted in: Custom Card Contests and Games
  • posted a message on Colorshifted
    Stranglevines 1GG
    Instant

    Counter target activated ability. If the ability of an artifact or enchantment is countered in this way, put that permanent on top of its owner's library.

    Next:
    Standstill in W
    Land Tax in B
    Trap Runner in R
    Posted in: Custom Card Contests and Games
  • posted a message on Hey everyone! Six enchantments.
    Hey everyone! I used to hang out here all the time and make cards. I was messing around with Forge the other day and got the itch to make some enchantments. I haven't played any MTG competitively in a while, so my apologies if similar cards to these already exist. Also my wording may be ancient.

    Looking forward to hanging out back on the forums for a little bit at least.


    Magical Brand 1U (uncommon)
    Enchantment - Aura

    Enchant permanent
    Name a card that exists. Enchanted permanent's name is the named card's name.


    Tightwire GG (common)
    Enchantment - Aura

    Enchant permanent
    Enchanted permanent loses all rules text


    Gris-gris W (common)
    Enchantment - Aura

    Enchant permanent
    Totem armor


    Opportunism 2R (uncommon)
    Enchantment - Aura

    Enchant permanent
    At the beginning of each player's upkeep, (s)he gains control of enchanted permanent


    Torture Acumen (B/R)(B/R)(B/R) (uncommon)
    Enchantment - Aura

    Enchant permanent
    When enchanted permanent deals damage, it instead deals double that much damage.


    Journey Into Night UW (common)
    Enchantment - Aura

    Enchant permanent
    When Journey Into Night enters the battlefield, put two time counters on enchanted permanent.
    Enchanted permanent gains vanishing.

    Looking forward to your feedback!
    Posted in: Custom Card Creation
  • posted a message on Remove N creatures named ~ from the game: Awesome
    Heya FTMB. Remember me at all. Anyway, I'm just passing through, maybe. I do, however, have some comments.

    With the ascending mana costs, it seems to me that you created the abilites, then tried to work them into the ascending cost idea. For example: Mystical Pathfinder should cost 1G, IMO, as should Crashcore Goblin.

    Also, I don't see why the defender needs to be indestructible, necessarily.

    I take other issue, but I'll save it, 'cause I'm kinda tipsy tonight.
    Posted in: Custom Card Creation
  • posted a message on Goblin ABC's, Elf ABC's, Angel ABC's, etc.
    Leoquetzal 1WWUU
    Creature - Sphinx
    3/5
    Flying, vigilance
    Whenever ~ deals combat damage to a player, you may reveal the top card of your library, If that card is a creature with a converted mana cost of 2 or less, you may put it into play. Otherwise, put that card on the bottom of your library.
    Posted in: Custom Card Contests and Games
  • posted a message on Rock and Roll
    Heya, Scuri. Remember me? I was bored, trolling about various forum, and I remembered this one. I saw a post by Scurimancer, and, my God, I just had to respond, 'cause, well, not to be a bloody sycophant, but, Scuri, you're one of the most innovative card designers this site has ever known, from what I've seen. Anyway, having said that, much of this batch disappointed me. Let me break stuff down.

    Guru - I appreciate this card. What a big red should be. Useful, but potentially detrimental.

    Mountaineer - If you remember me at all, you know that I love this card.

    Boulderize - Great stock common, but uninspired.

    Rock the Foundation - I've been away for a while, but don't you think this is a little overcosted? To me, it seems like it could cost 1R

    Le Pit - I love it, but it feels like it may be too good, for some reason. Perhaps the ability should cost 1.

    Grappler - Should either cost less (2R or RR, or have a slightly hight P/T. Granted, the super-provoke is excellent, but perhaps not as utile as it might seem.

    Vision Cave - UTTERLY FLAWLESS!

    Spires - I like it, but if it were me, I would make it:
    Toppling Spires R
    Enchantment
    Whenever a creature deals combat damage to you, sacrifice a Mountain and Toppling Spires deals 2 damage to that creature and 1 damage to that creature's controller.
    When you control no Mountains, sacrifice Toppling Spires.

    Giants - I'd make it 1RR. or even 2R, if you feeling bad.

    Acrobat - I use the word acrobat as much as possible, simply because I love the prefix acro-, but this should cost 1RR IMO, simply 'cause it's so good and very, very red. However, considering that, it has some W aspects, so I wouldn't be offended by 1WR.

    Slug - I'd prefer the Slug as:

    Burrowing Slug RR
    Creature - Slug
    3/1
    Burrowing Slug is unblockable as long as there are any land cards in the defending player's graveyard.
    Whenever Burrowing Slug deals combat damage to a player, that player removes a land card in his or her graveyard from the game.

    Rock Sled - I'd prefer this hombre as a 2R

    Dust Storm - If you really want to, 'cause this card is soooooo red, you could make it RRR and somewhat stronger, somehow. If you don't want to, though, this is a fine common, or uncommon even.

    Brawler - Dwarf doesn't seem to be the appropriate creature type here. I love Orcs, but this is still more well suited to old-school Orcs. I hate how dumb the've made Orcs.

    Hitter - This seems fine, but making it a 6/2 would make it more interesting. 6/3 even, would do it.

    Fists - Blah. Refer to my common on Boulderizze. Granted, red enchantments are tough.

    Enjoyed your cards, but I've got to gtg. Peace, hombre.
    Posted in: Custom Card Creation
  • posted a message on Survival of the Fittest
    #256 Cyclecaster (Squie) (6)
    #264 Hymn of Rememberance (BurningNinja) (1)
    #265 AEtherbinder (sclocke42) (1)

    You don't really need the last part. This card'd be fine w/out it.

    Benthic Advantage 2U
    Enchantment
    Whenever you're attacked, you may Fateseal X. Where is the number of creatures attacking you.
    Posted in: Custom Card Contests and Games
  • posted a message on All 20 cards with Teach from my new set. Feedback strongly desired.
    Hmmm, I'd prefer to see Skillful Trapping read more like taught creature becomes Trap Runner. Perhaps:

    Skillful Trapping 1W
    Instant - Lesson
    Target unblocked attacking creature becomes blocked.
    Teach - T

    Another option, which would make it possible to hardcast would just be to reduce the CMC back to 1, and then add a T cost of W.

    Evasion Tactics seems maybe possibly definitely too good, maybe. Crafty Pathmage, eat your heart out.

    All-in-all, this ability seems fine, but I'm wondering if it could get more exciting, perhaps? As it stands its kinda so-so, I my eyes @ least.
    Posted in: Custom Card Creation
  • posted a message on Hey Folks!
    Soooo, it's been awhile. Everyone missed me oodles, right!

    Been a bit dormant in regards to the CCC thing, but I've had some ideas recently, so why not post them, right? I mean, am I right? Anyway...

    Bwydynwoor Snipe 1GW
    Creature - Bird (U)
    2/2
    Flying
    Return ~ to its owner’s hand: Tap up to two target creatures.
    Return ~ to its owner’s hand: Tap target creature. That creature doesn’t untap during its controller’s next untap step.

    Idylls of the Wayside [naught]
    Creature - Elf Rebel (C)
    3/1
    (Nonexistent mana costs can’t be paid.)
    ~ is green.

    Static Whirlpool 1U
    Enchantment - Aura (U)
    Enchant creature or land
    As an additional cost to playing ~, return an Island you control to its owner’s hand.
    When ~ comes into play, tap enchanted permanent.
    Enchanted permanent doesn’t untap during its controller’s untap step.

    Jiaoxa Circambulators 1UG
    Creature - De'Eysna Scout (R)
    0/3
    At the beginning of your upkeep, you may search your library for a basic land card that doesn’t share a basic land type with a land you control. If you do, shuffle your library afterwards.

    Sleepers il-Geth 2BR
    Legendary Creature - De'Eysna Mercenary (R)
    3/2
    When ~ comes into play, choose a card type or a creature type.
    ~ gets +2/+0 as long as the top card of an opponent's graveyard is of the chosen card type or creature type.
    ~ has double strike as long as the top card of your graveyard is of the chosen card type or creature type.

    And then this cycle of Guildmagi:

    Redactor Guildmage (U/W)(U/W)
    Creature - De'Eysna Wizard (U)
    2/2
    1(U/W),T: Scry 2.
    , return ~ to its owner's hand: Counter target spell that targets you or a permanent you control. Put that spell on top of its owner's library.

    Stifler Guildmage (U/B)(U/B)
    Creature - Human Wizard (U)
    2/2
    1(U/B),T: Fateseal 2.
    (U/B)(U/B), return ~ to its owner's hand: Each player sacrifices a permanent unless (s)he pays 1.

    Agitator Guildmage (R/B)(R/B)
    Creature - Human Rogue (U)
    2/2
    1(R/B),T: ~ deals X damage to target player. Where X is the number of cards in his/her hand minus the number of cards in your hand.
    [mana[{rb}{rb}[/mana], return ~ to its owner's hand: Destroy target equipped or fortified permanent.

    Saboteur Guildmage (R/G)(R/G)
    Creature - Orc Shaman (U)
    2/2
    1(G/R),T: ~ deals 2 damage to target creature with flying.
    (G/R)(G/R), return ~ to its owner's hand: Any opponent may have you draw a card. If no player does, destroy target non-basic land.

    Purist Guildmage (G/W)(G/W)
    Creature - Elf Druid
    2/2
    1(G/W),T: Untap target creature. That creature gains vigilance. (This effect does not end at the end of turn.)
    (G/W)(G/W), return ~ to its owner's hand: Destroy all Auras, Equipments, and Fortifications.

    Lastly, this thing. It sounds like a pokemon, nominally, but thats because it's name's a portmanteau, sort of, and most pokemon's names are too:

    Evoleon GWWU
    Creature - Cat Mutant (R)
    3/4
    Lifelink
    1(G/W): ~ gains vigilance until end of turn.
    1(U/W): ~ gains flying until end of turn.
    1(G/U): ~ becomes the color(s) of your choice or the creature type(s) of your choice until end of turn.
    Posted in: Custom Card Creation
  • posted a message on The DCC: 06/12/08
    Mangy Jackals 1BR
    Creature - Hound (R)
    2/1
    Permanents can't be regenerated.
    1BR, sacrifice Mangy Jackals: Destroy target non-artifact creature. It can't be regenerated.
    Posted in: Custom Card Contests and Games
  • posted a message on Counterspell - fixed?
    Have you always been Bob from Reboot? I used to love that show.

    Anyway, this card is good. I love the name. The keyword is lovely, even though there's already an instance of it that isn't keyworded. I agree that Counterspell was fine as the Standard, but if Cancel's the benchmark, this is a great card.
    Posted in: Custom Card Creation
  • posted a message on Magify that Pokemon!
    Gengar 2BBB
    Creature - Spirit
    4/4
    Shadow
    2BB: Gengar deals 3 damage to target tapped creature
    2BB: Destroy target non-Spirit, nonblack creature. Gengar deals 2 damage to itself.

    Ability 1: Dream Eater
    Ability 2: Curse

    Next: Slowbro!
    Posted in: Custom Card Contests and Games
  • posted a message on A Thread Title That'll Get Your Attention!
    @ Molten Tourmaline: Hmmm, this doesn't feel UR to me. To justify the green, I was thinking more along the lines of Carven Caryatid, Arctic Wolves, Masked Admirers, etc. Originally, I had it as a 3/2, but I felt that was way too good, especially against mono-blue, forget about it.

    @ The bounce guy: I can make this cost U probably if I reduce its P/T to 0/1, but then it might be too good.

    @ The Effigists: Well, Dust Elemental and Squealing Devil are the cards I used to justify the fear. I know, I know, those don't really count because Dust Elemental is Planar Chaos and Squealing Devil requires B, but I think I'm allowed some artistic liberty, and the fear just fits so well flavorfully I think, IMO it's not an issue. Plus, I'm not using any black Rebels.

    @ the Benthosquare: Well, I was using cards like Havenwood Battleground and Crystal Vein for reference, and considering that those are also one time two mana, but they're sacrificed rather than staying in play, I thought this card was fair, if not a little better. The only reason it affects artifacts AND instants BTW is becauses its part of a cycle that bleeds as follows:
    Gil Sundial - WW for artifacts and enchantments
    Sargrave Benthosquare - UU for artifacts and instants
    Sheriget Rottrellis - BB for instants and sorceries
    Tir Mantle - RR for creatures and sorceries
    Pfilol Brushmaze - GG for creatures and enchantments

    @ the Carapace: No comment really, except that I think this fits within the realm of blue, at least kinda. However, I could, with a little elbow grease, make this WU, although I don't really need any more WU cards.

    @ Blessings: Does it return itself? I've no idea. I thought that when it was put into the graveyard that was the end of that.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Eek! Scary bugs! With land creatures, I'm not at all sure how to gauge the power of them. A few things:

    1) Granted it sets you back a turn mana wise, but this may be a bit over the top. Consider Rogue Elephant, which is already considered too good by many. It has a mana cost and it's Forest contingent. This should probably be brought down to a 1/1. Why a 1/1...
    2) A corollary to point one, flavorfully this doesn't make sense. First, how are Locusts a land? It's difficult to move around on exclusively Locusts, I imagine. Second, these should have flying a la, well, the Locust. So, a 1/1 with flying that screws over your land isn't unreasonable. Perhaps you could make it 2/1 w/ flying, and I don't think anyone would protest.

    Overall: 4.5/10, due to the problems illustrated above.

    Avenue Grifters
    Tribal Enchantment - Rogue Aura
    Enchant artifact or land
    (Nonexistent mana costs can't be paid)
    ~ is blue.
    You control enchanted permanent.
    Prowl 1UU
    Posted in: Custom Card Contests and Games
  • To post a comment, please or register a new account.