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  • posted a message on Snow Boosted Spells
    The blue one, I'd either make scry 1 on mana leak (any upgrade to mana leak is extremely powerful) or scry 2 on quench. The reason is, these don't just exist in draft, but also in constructed, where it is pretty easy to run enough snow when you decide to.
    Posted in: Custom Card Creation
  • posted a message on a cycle of storage lands
    The problem with removing all counters is, you can still do it when it doesn't have any.
    Whether those are effectively better taplands at the base depends on how colored your mana costs are. Two color deck with other good lands and mostly generic mana costs? these are definitely OP. Three color deck with heavy color requirements and not too great other lands? you might frequently run into trouble with having to make generic mana roughly every other turn.
    I do however agree that in total the lands are too powerful. I could just make the colored mana ability cost two counters. (you more easily run out of color then, but aesthetically, I'd like getting colored mana only once every three turns way better on 3 color lands). I think I prefer a different fix:

    RG Land
    Land
    T: add 1. when you spend this mana to cast a spell, put a storage counter on ~.
    T, remove a storage counter from this: add R or G
    RG, T, remove two storage counters from this: target creature gets +3/+2 until eot

    rather than a hybrid mana, the activation now costs both mana, because the previous design made it way too easy to use these lands for a splash color and still get full value. Additionally, this should help make your mana costs more color intensive so you have to use the second ability more (if you do have multiple such lands).
    It also makes the abilities as such less powerful. I mean, it still doesn't look terrible, but at least it's no longer almost Giant Growth.

    In addition to that, now you can't just tap the land for a counter when you don't need the mana, and you don't get colored mana at all unless you find a way to spend generic mana.

    They are still powerful in a two color deck where practically all cards have a generic portion to their mana cost. But then, you will have 1drops, and if there's also some double color 2drops in your deck, these lands may already be less great (I mean, still powerful enough that you'd include some, but possibly not the full four).
    In a set that co-exists with with an artifact (or otherwise colorless) theme, I certainly wouldn't put them.

    @rowanalpha: happens to all of us. It's not difficult to misread something even when well rested. And I did call them storage lands, which is technically accurate, but associated with a different concept.
    Posted in: Custom Card Creation
  • posted a message on a cycle of storage lands
    I don't think you read what they do: they either tap for a colorless mana (and get a counter), OR they tap for a colored mana (which costs a counter), OR they tap for the other ability. Either way, they're tapped afterwards. Unless you untap them in between, there's no way to get 2 mana out of them.

    Now, they may very well be OP, but not from merely tapping for colored mana every other turn, not including the turn they entered.

    I also understand that existing storage lands produce less than 1 mana per turn. That's because they tend to produce multiple mana in one turn (except Mirrodin's Core). These don't.
    Posted in: Custom Card Creation
  • posted a message on a cycle of storage lands
    Basically, I tried to fix depletion lands here: rather than getting color at the cost of mana, you get color at the cost of color. However, these are colorless the first turn (since I decided I like storage counters better than depletion counters). Also they have another ability that also costs storage counters, and thus competes with producing colored mana.

    RG Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add R or G
    (R/G), T, remove two storage counters from this: target creature gets +3/+2 until eot

    GW Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add G or W
    (G/W), T, remove two storage counters from this: create a 1/1 green squirrel token

    WU Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add W or U
    (W/U), T, remove a storage counters from this: tap target nonland permanent

    UB Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add U or B
    (U/B), T, remove three storage counters from this: scry 2

    BR Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add B or R
    (B/R), T, remove two storage counters from this: this deals 1 damage to any target

    RW Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add R or W
    (R/W), T, remove three storage counters from this: creatures you control get +1/+1 until eot

    GU Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add G or U
    (G/U), T, remove five storage counters from this: target creature gains hexproof until eot

    WB Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add W or B
    (W/B), T, remove a storage counters from this: each opponent loses 1 life and you gain 1 life

    UR Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add U or R
    (U/R), T, remove four storage counters from this: draw a card then discard a card

    BG Land
    Land
    T: add 1. put a storage counter on this
    T, remove a storage counter from this: add B or G
    (B/G), T, remove two storage counters from this: put a +1/+1 counter on target creature

    I did try to balance the extra abilities, but I might still be off. It's kinda difficult on lands, especially when their base design is unusual.
    Posted in: Custom Card Creation
  • posted a message on Distort the Story
    Nice design. I'd say the first mode is clearly the strongest, but the second one is still useful when you're short on mana, and the third one is situationally good too.
    Well designed, I'd say, and probably adequately costed too.
    Posted in: Custom Card Creation
  • posted a message on a cycle of XXC hydras
    I agree that checking for X sometimes and for power other times is inelegant, but checking for X, the R, G, and B ones need some extra power elsewhere. and checking for power, the white one would be broken, and probably the blue one.

    versions that all check for X:

    ??? XXR
    Creature - Hydra (1/1)
    First Strike
    Enters with X +1/+1 counters
    When enters, deals X damage to each creature you don't control.

    I don't think this is necessarily overpowered, but unlike the previous design, it doesn't like being cast for X=0, which I don't really like

    ??? XXG
    Creature - Hydra (1/1)
    Trample
    Enters with X +1/+1 counters
    When enters, put X +1/+1 counters on each of up to X other creatures you control.

    Like the one above, this is definitely a rare slot, which is not bad in itself, but I liked something about the simplicity of the previous design.

    ??? XXW
    Creature - Hydra (1/1)
    Vigilance
    Enters with X +1/+1 counters
    When enters, create X 1/1 white soldier tokens

    ??? XXU
    Creature - Hydra (1/1)
    Flash
    Enters with X +1/+1 counters
    When enters, for each spell and ability, counter it unless its controller pays X

    Minor, but possibly important upgrades here: takes care of multiple spells, of a spell and its cast trigger, or of expensive activations. This way, it should definitely be good enough

    ??? XXB
    Creature - Hydra (1/1)
    Deathtouch
    Enters with X +1/+1 counters
    When enters, target player discards X cards

    Now this is the only one that's still decent value at X=0
    Posted in: Custom Card Creation
  • posted a message on a cycle of XXC hydras
    I feel like a U 1/1 with force spike attached is really powerful already, even without the option to pay more mana for a bigger effect. But you're right: as it is, it is weak

    ??? XXU
    Creature - Hydra (1/1)
    Flash
    Enters with X +1/+1 counters
    When enters, counter target spell with converted mana cost X or less

    still not exactly powerful, but at least it should now be able to actually counter something small reasonably often.

    Or maybe:

    ??? XXU
    Creature - Hydra (1/0)
    Flash
    Enters with X +1/+1 counters
    When enters, counter target spell unless its controller pays Y, where Y is equal to ~'s power.

    In isolation, I do like this better than the above, but this is the only one to not be a 1/1, and the white one is the only one to not be based on power, which is a bit ugly too.
    Posted in: Custom Card Creation
  • posted a message on a cycle of XXC hydras
    At the moment, all of these are 1/1, enter with X +1/+1 counters, have a keyword ability, and have another ability that references either X or their power, depending on which one I felt was more appropriate for their ability. They don't have names so far.

    ??? XXR
    Creature - Hydra (1/1)
    First Strike
    Enters with X +1/+1 counters
    When enters, deals damage equal to its power to any target.

    ??? XXG
    Creature - Hydra (1/1)
    Trample
    Enters with X +1/+1 counters
    When enters, distribute a number of +1/+1 counters equal to ~'s power among other creatures you control

    ??? XXW
    Creature - Hydra (1/1)
    Vigilance
    Enters with X +1/+1 counters
    When enters, create X 1/1 white soldier tokens

    ??? XXU
    Creature - Hydra (1/1)
    Flash
    Enters with X +1/+1 counters
    When enters, counter target spell unless its controller pays X

    ??? XXB
    Creature - Hydra (1/1)
    Menace
    Enters with X +1/+1 counters
    When enters, destroy target creature with cmc less than or equal to ~'s power.
    Posted in: Custom Card Creation
  • posted a message on Minor variation on Jump-Start mechanic
    I guess I'm not the first one disappointed with how weak most jump-start cards were. But rather than simply design more powerful ones, I decided to use a slightly higher flashback cost: in addition to costing "discard a card" more, they also cost 1 mana more. This way, they are still reasonably cheap to cast, but also easier to balance. I didn't set out to design powerful cards per se, I just didn't want them to be overcosted either. So far, I didn't give any names to the cards. Anyway, here they are:

    ??? R
    Sorcery
    Each opponent discards a card at random
    Flashback - 1R, discard a card

    I think random discard like that is an appropriate effect for red hand-disruption. Probably not extremely powerful, and neither should it be as it's random, but it may be playable (or not).

    ??? R
    Sorcery
    Deals 2 damage to any target
    Flashback - 1R, discard a card

    I know this effect was already on a jump-start card, but I feel like this one still has an adequate cost

    ??? G
    Sorcery
    Look at the top two cards of your library, reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library.
    Flashback - 1G, discard a card

    ??? 2GG
    Instant
    Create a 4/4 green baloth token
    Flashback - 3GG, discard a card

    ??? 2W
    Instant
    Create two 1/1 white bird tokens with flying
    Flashback - 3W, discard a card

    ??? W
    Instant
    Exile target creature until your next turn
    Flashback - 1W, discard a card

    ??? U
    Instant
    Look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of their library, then draws a card.
    Flashback 1U, discard a card

    The Vendilion Clique effect on a spell. I currently like non-black hand-disruption.

    ??? 1U
    Instant
    Counter target permanent spell unless its controller pays 2
    Flashback - 2U, discard a card

    ??? B
    Instant
    Destroy target creature with CMC 2 or less
    Flashback - 1B, discard a card

    ??? (U/R)
    Instant
    Draw a card
    Flashback - 1(U/R), discard a card

    More expensive (in total) than Thrill of possibility, but being not as soft to counterspells, and still quite useful when it ends up in your graveyard without being cast requires that extra mana I think.
    Posted in: Custom Card Creation
  • posted a message on some disruptive creatures
    Quenching Aven 1UUU
    Creature - Bird Wizard (3/2)
    Flash, Flying
    When enters, counter target spell unless its controller pays {2}.

    Now a 3/2, as that's still plenty good on a flier, and no longer a sphinx, as it'd be too small. You're right, it's not supposed to surprise-block and live


    Cruel Horror 1BBB
    Creature - Horror (3/3)
    Deathtouch, Menace
    When enters, target opponent sacrifices a creature.

    The way it was almost could have read "can't be blocked", now there's more room for decisions. One less toughness to keep it in bolt range, and because it no longer needs to justify being a demon.


    Bolttongue Devil 1RRR
    Creature - Devil (3/2)
    First Strike, Haste
    When enters, ~ deals 3 damage to any target.

    And this is the main reason why the above changed their creature types, as this can't be a dragon or phoenix without flying. The toughness reduction is purely to justify first strike, so they still all have three abilities. I considered making it a 4/1, but with first strike that'd be huge in itself, and 2/1 double strike would have issues with anthems and pump spells, so 3/2 it is.

    Reclamation Hydra 1GGG
    Creature - Hydra (3/5)
    Trample
    When enters, you may destroy target artifact or enchantment.
    Whenever damage is dealt to ~, put a +1/+1 counter on it.

    One extra point of toughness here.
    Posted in: Custom Card Creation
  • posted a message on some disruptive creatures
    A cycle of 1CCC creatures. They're all 3/4 for now and disruptive. I tried for them to be powerful, but balanced

    Isolation Angel 1WWW
    Creature - Angel (3/4)
    Flying, Vigilance
    When enters, exile target creature an opponent controls with power 4 or greater until ~ leaves.


    Quenching Sphinx 1UUU
    Creature - Sphinx (3/4)
    Flash, Flying
    When enters, counter target spell unless its controller pays {2}.

    compared to existing designs, stronger body, weaker counterspell. I'd say, still a bit more powerful in total than Frilled Mystic, which might mean it's too powerful at a slightly easier mana cost.


    Cruel Demon 1BBB
    Creature - Demon (3/4)
    Flying, Menace
    When enters, target opponent sacrifices a creature.


    Bolttongue Dragon 1RRR
    Creature - Dragon (3/4)
    Flying, Haste
    When enters, ~ deals 3 damage to any target.

    That's the second one that has me worried it's overpowered, simply for dealing 6 to the face the turn it comes down. But replacing Haste with First strike would look inelegant on a 3/4, while not being able to target players would make it inconsistent with pretty much every spell with either "Lightning" or "Bolt" in its name, which are basically the best fits I found to replace the "Flame" of Flametongue Kavu (I realize "Flametongue" has its own meaning that has nothing to do with tongues. I just don't care). Of course, my Angel isn't precisely based on a specific card either.


    Reclamation Hydra 1GGG
    Creature - Hydra (3/4)
    Trample
    When enters, you may destroy target artifact or enchantment.
    Whenever damage is dealt to ~, put a +1/+1 counter on it.
    Posted in: Custom Card Creation
  • posted a message on some low-cmc commands
    That's true about therapy, but presumeably that command wouldn't just exist in legacy, and often enough you can actually guess what the opponent has in hand, at least with a high enough probability that it's worth it if you get value from some other mode; and there's enough X/1 utility creatures that the -1/-1 mode should do something not just against tribal decks, and token decks; and using the last mode as "drain 2 life" needn't be the most terrible thing. I don't think the median value you get from it is outrageous, or even that great, but three modes are somewhat decent, even when not used as hate. I guess it would either be a sideboard card, or one that commonly gets boarded out.
    You're right that it's probably fine though. It is still a hate card, and while evaluating it, I keep forgetting that those need to be potentially very powerful.
    Posted in: Custom Card Creation
  • posted a message on Dwarven Repercussions
    I like the hatebear version much better, since the enchantment version may very well cost you more mana than the opponent, while not doing anything else.

    edit: I wrote that before realizing the effect is symmetric. I was referring to its mana cost.
    Posted in: Custom Card Creation
  • posted a message on Morphling's Agent
    I think "it's controller" refers to the land's controller in the first ability. What the second ability is supposed to mean, I have no idea though from the text of the card, though I suspect you got its intention right.
    Posted in: Custom Card Creation
  • posted a message on some low-cmc commands
    Since Censor actually saw some play, I didn't want it to be a cantripping Force Spike. But now that it doesn't cantrip, it's probably fine. And I absolutely agree that scry 2 is a bit awkward.

    Mindful Command UU
    Instant
    Choose two:
    •Target player draws two cards, then puts two cards from their hand on top of their library in any order
    •Target player puts the top four cards of their library into their graveyard
    •Counter target spell unless its controller pays 1
    •Tap target creature. It doesn't untap during its controllers next untap step

    Your version of Joyful Command certainly isn't bad. The trample mode will likely only ever be combined with the +1/+1 counter mode, but since it can create a 4/4 creature again, a relatively situational mode is not a bad thing. Also the modes fit the name well enough.

    About the black one, I'm still not sure. Removing only from opponents' graveyards is certainly reasonable. Maybe it's actually ok for the first mode to be so powerful, given how situational all of it is, but between all of the modes, I feel like you'd commonly get adequate value for a 2drop instant, while sometimes getting a lot more.
    Yet, making it a 3drop would mean the blue one would also have to be a 3drop in order to not be the only one breaking the rule. And the anti-storm mode of the black one would need a complete rework, as it couldn't just drain for twice the amount--randomly catching them having played two spells is just too likely for that, and 3cmc is not adequate for a reactive hate-piece.
    While I originally called the black one "hateful" for being a hate-card, you're right that "resentful" still matches what it does, while distancing a bit from "spiteful", which feels much more red then "resentful". So for now:

    Resentful Command BB
    Instant
    Choose two:
    •Name a non-creature, non-land card. Each opponent reveals their hand and discards a card with that name.
    •choose a creature type. creatures of that type get -1/-1 until eot.
    •Exile all permanent cards from opponents' graveyards.
    •Each opponent loses life equal to the number of spells they have cast this turn. You gain that much life.
    Posted in: Custom Card Creation
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