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  • posted a message on The Mana Cost Game
    Sworn to Light
    :5mana::symw::symw::symw:
    Sorcery
    Gain life equal to half of target opponent's life total, rounded down.

    :3mana::symw::symu::symr:
    Posted in: Custom Card Contests and Games
  • posted a message on Shimpactran Rites
    So in general, these cards just need to be redone. To answer the keyword question, I intend to basically review all of the good abilities created so far and add new ones. Some other abilities appearing in this set are:
    Persist
    Chroma
    Flanking
    Retrace
    Suspend
    Fading
    Grandeur
    Devour
    Vigilance
    Trample
    Haste
    Defender
    Shroud
    Lifelink
    Deathtouch
    Fear
    And there may or may not be others, but those are the ones I can think of off the top of my head.

    One of the things I was worried about was color-consistency, and there will probably be some more problems in the other colors (not intentionally, but there will be). So any advice concerning that would be appreciated.

    And now I have a problem. Originally, I thought that these cards would flow off the top of my head. Of course, I'm an idiot for thinking that, but I need to fix it before I get too far in. Tranquilo, you finished your set successfully. Considering the number of abilities I'd like to include, what is a better distribution than the one I have now? Thank you in advance for your help.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Okay, the red commons are a big section. Too big. However, I don't like the idea of cutting the number of cards in the set, and the distribution of those cards should stay the way it is. So, I present to you Commons #1-20:

    Desert Rogue
    Creature-Rogue
    red mana
    1/1

    Sandworm Infant
    red mana
    Creature-Sandworm
    :symr:: +1/-1 until end of turn.
    2/2

    Mountain Scaler
    Creature-Rogue
    red mana
    Mountainwalk
    2/1

    Pickhammer Rogue
    Creature-Rogue
    red mana
    First Strike, Mountainwalk
    3/1

    Western Storyteller
    Creature-Human Wizard
    :symr::symr:
    :symtap:: Target creature becomes the color of your choice until end of turn.
    1/2

    Tar Retreat
    Tribal Enchantment-Grog
    :symr::symr:
    All Grogs have Mountainwalk and First Strike.

    Mountain Men
    Creature-Human Miner
    :symr::symr:
    3/3

    Blaster Adept
    Creature-Human Wizard
    :symr::symr:
    :symtap:: Blaster Adept deals 1 damage to target creature.
    3/2

    Dragon Hatchling
    Creature-Dragon
    :symr::symr:
    Flying
    2/2

    Wurm Infant
    Creature-Wurm
    :symr::symr:
    3/2

    Blast Away
    Instant
    :1mana::symr:
    Target player loses 2 life.

    Reduce to Ash
    Instant
    :1mana::symr:
    Put a -1/-1 counter on target creature with toughness 2 or greater.

    Fight to the Finish
    Instant
    :1mana::symr:
    Target creature blocks target creature this turn if able. Clash with an opponent. If you win, choose one of those creatures. It gains wither until end of turn.

    Very Sharp Rock
    Instant
    :1mana::symr:
    Very Sharp Rock deals 2 damage to target creature or 1 damage to target player.

    Earthy Golem
    Creature-Golem
    :2mana::symr:
    Mountainwalk
    3/3

    Desert Rider
    Creature-Rogue
    :2mana::symr:
    Haste, First Strike
    3/3

    Bleeding Palm
    Enchantment-Aura
    :2mana::symr:
    Enchant creature
    Enchanted creature has wither.

    Safer Place
    Sorcery
    :2mana::symr:
    Destroy target creature that dealt damage this turn.

    Wasteland
    Sorcery
    :2mana::symr:
    As an additional cost to Wasteland, discard a card.
    Destroy target land.

    Flare Hunter
    Creature-Rogue
    :2mana::symr:
    :symr::symtap:,Sacrifice Flare Hunter: Flare Hunter deals damage equal to its power to target creature or player.
    2/1
    I await feedback just as you might await that new card smell.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Alright, finally.


    Reprints

    Banner of the North
    Artifact--:3mana:
    Equipped creature gets +2/+2 and has first strike.
    Equip 2 mana

    Banner of the South
    Artifact--:3mana:
    Equipped creature gets +2/+2 and has vigilance.
    Equip 2 mana

    Blob Signet
    Artifact--:3mana:
    As an additional cost to play Blob Signet, sacrifice a creature.
    Equipped creature has Lifelink.
    Equip 3 mana

    Villain's Flag
    Artifact--:4mana:
    :symtap:, Tap an untapped creature you control: Target creature gets
    +3/-3 until end of turn.

    Book of Thoughts (Rare)
    Artifact--:5mana:
    :3mana:, :symtap:: Draw a card.

    Rotating Death Machine (Rare)
    Artifact--:4mana:
    At the beginning of each upkeep, each player sacrifices a permanent unless he or she discards a card.

    Incredible Flying Machine
    Artifact--:1mana:
    Equipped creature has flying.
    If Incredible Flying Machine becomes unattached from a creature, destroy that creature.
    Equip 0 mana

    100 Tons
    Artifact--:4mana:
    At the beginning of your upkeep, put a +1/+1 counter on equipped creature.
    Equip 4 mana


    Armor of Gold
    Artifact--:4mana:
    Equipped creature gets +0/+3 and has tether. (A player who does not own it cannot gain control of it.)
    Equip 0 mana

    Acursed Helm
    Artifact--:3mana:
    Acursed Helm cannot be unequipped.
    Equipped creature gets +3/-3, cannot block, and must attack each turn if able.
    Equip 0 mana

    Family's Heirloom
    Artifact--:4mana:
    :symtap:, Sacrifice Family's Heirloom: You gain 1 life for each creature you control.

    A Righteous Offering
    Artifact--:4mana:
    Sacrifice or discard a creature with converted mana cost 4 or greater: Gain 4 life and draw 4 cards.

    Scan Device
    Artifact--:1mana:
    As Scan Device comes into play, choose a basic land type.
    Equipped creature has landwalk for the chosen type.
    Equip 1 mana

    Assembly Line
    Artifact--:5mana:
    At the beginning of your upkeep, choose one: Put a charge counter on Assembly Line; or put a 2/2 Construct artifact creature token into play.
    Sacrifice Assembly Line: Put a +1/+1 counter on each Construct you control for each charge counter on Assembly Line.

    Essence Vial
    Artifact--:6mana:
    Creatures you control have Transfigure :3mana:.

    Banner of the King
    Artifact--:4mana:
    :3mana:,:symtap:: Remove all creatures you control with levy from the game, then return them to play under your control.

    Brilliance Scroll (Sorry, I liked my name.)
    Artifact--:4mana:
    If you would draw a card, you may instead look at the top four cards of your library, put one of those cards in your hand, then put the rest on the top or bottom of your library in any order.

    Ignorance Scroll
    Artifact--:4mana:
    If an opponent would draw a card, that player instead puts the bottom card of his or her library into his or her hand.

    Expert Scroll
    Artifact--:4mana:
    Whenever your opponent would draw a card, you may pay :Xmana:. If you do, your opponent reveals that card. If that card's converted mana cost is less than X, Expert Scroll deals 4 damage to that opponent. If the converted mana cost is greater than X, skip your draw phase on your next turn.

    Pixie Chapel
    Artifact--:6mana:
    When Pixie Chapel comes into play, put four 1/1 black Pixie creature tokens with flying and wither into play.
    :4mana::symtap:: Put a 1/1 black Pixie creature token with flying and wither into play.
    :8mana::symtap:, Sacrifice Pixie Chapel: Put an 8/8 black and blue Pixie Queen token with flying, wither, and deathtouch into play.
    Thanks to Valros and Tranquilo for their suggestions.

    You're not going to believe this, but I'm not ready to post the red commons. Surprising, isn't it? Don't worry, though, they'll be up before the week is out.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    I'm going to go backwards on this one.

    Pixie Chapel spawns Pixies because the fae don't exist in Shimpactra. I suppose I could change the 4 mana ability, but the Pixie Queen has deathtouch and wither so that things with persist and an automatic regeneration can't use those abilities. Also, indestructible creatures die if their toughness is zero, so the wither kills those too.

    As for Expert Scroll, that was one of the ones that I thougth were unfair. There will be a list of reprints on my next post, so please be patient. Not you, Valros and Tranquilo, the other people who are interested in this set.

    Your wording of Ignorance Scroll makes more sense than mine, so I'll use that.

    Brilliance Scroll--Thank you for your compliment. I thought that that was one that would work well. I may or may not change the name, though....

    Banner of the King--Sure, that works.

    Essence Vial--Alright, I'll fix it.

    Assembly Workers seem like actual creature types, not tokens. I'll use Constructs.

    I didn't think Scan Device was overcosted for what it can do. (Again, Mossbridge Troll.) However, if it is, then it needs fixed, and fixed it shall be.

    For A Righteous Offering, there is one simple solution: I'll cut the cost of the card itself. Is a CMC of 5 high enough to be fair? Also, I didn't realize the rarity of this one was off. I'll fix it.

    Family's Heirloom--That's a simple change.:D I'll fix that, too.

    Glow Aura makes Acursed Helm undetachable from the creature it's on. Acursed Helm makes a good blocker completeley useless, especially a Defender. Although, to make it completely plausible, I'd have to add, "You may equip Acursed Helm to any creature." So it should be a negative thing. That's going to be a major reprint.

    Armor of Gold--Undercosted? I hope you're not talking about its CMC. Its equip cost could be higher though, I suppose.

    Okay, I suppose I could make a boost cost for 100 tons, but I want it to be limited; it's an artifact, after all, and if a good mana-heavy green deck got a hold of this, it would become very very broken, very very fast. Perhaps a once-per-turn ability to make it fair?

    I don't know if you meant to comment on Undercover Armor or not.

    If all I have to do is cut the cost, Incredible Flying Machine is as good as fixed.

    So basically just cut out the Cumulative Upkeep and perhaps raise the cost by two?

    Book of Thoughts--But then it would be the same.:D Perhaps I could find a way to add a cost, or maybe an effect? Any suggestions?

    Villain's Flag seems okay, but if you insist....

    Blob Signet--Any creature is okay, though it was intended for a token deck (see Anamorphic Ameoba). I could replace Life Absorb with Lifelink--not as efficient, but still worth while.

    Okay, the Banner suggestion isn't too bad. I'll fix that.

    Alright, I'll have a list of reprinted artifacts on my next post, then we can get into some creatures (finally^_^).
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    And the rares. These shouldn't get too negative of a reply, but there are some that are, in my opinion, completely unfair. Tell me what you think.


    Essence Vial
    Artifact--:6mana:
    Creatures you control have "Transfigure :3mana:".

    Banner of the King
    Artifact--:5mana:
    :5mana::symtap:: All creatures under your control with Levy leave play, then return to play under your control.

    Brilliance Scroll
    Artifact--:4mana:
    Whenever you draw a card, you may instead look at the top four cards of your library, put one of those cards in your hand, then put the rest on the top or bottom of your library in any order.

    Ignorance Scroll
    Artifact--:4mana:
    Your opponent draws from the bottom of his or her library.

    Expert Scroll
    Artifact--:4mana:
    Whenever your opponent would draw a card, you may tap an untapped creature you control. If you do, your opponent reveals that card and Expert Scroll deals to him or her damage equal to that cards converted mana cost.

    Pixie Chapel
    Artifact--:6mana:
    When Pixie Chapel comes into play, put four 1/1 black Pixie creature tokens with flying and wither into play.
    :4mana::symtap:: Put a 1/1 blue Pixie creature token with flying into play.
    :8mana::symtap:, Sacrifice Pixie Chapel: Put an 8/8 black and blue Pixie Queen token with flying, wither, and deathtouch into play.

    Okay, there's the artifacts. I'm going to need about a day to finish the red commons, but expect them by Friday. In the meantime, you can look at the artifacts and see if there are any holes that might be exploited.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Uncommons. Ready? Because these, I think, are going to get a good response.


    Undercover Armor
    Artifact--:3mana:
    Equipped creature has Glow Aura and protection from all colors your opponents control.
    Equip 3 mana

    100 Tons
    Artifact--:4mana:
    During your upkeep, put a +1/+1 counter on equipped creature.
    Equip 0 mana

    Armor of Gold
    Artifact--:5mana:
    Equipped creature gets +0/+3 and has tether.
    Equip 2 mana

    Acursed Helm
    Artifact--:3mana:
    Glow Aura
    Equipped creature get +2/+0 and cannot block.
    Equip 0 mana

    Family's Heirloom
    Artifact--:4mana:
    :symtap:, Sacrifice Family's Heirloom: Gain life equal to the number of creatures you control.

    A Righteous Offering
    Artifact--:7mana:
    :symtap:, Sacrifice a creature with converted mana cost equal to or greater than A Righteous Offering: Draw 5 cards and gain 5 life.

    Scan Device
    Artifact--:3mana:
    When Scan Device comes into play, choose a basic land type.
    Equipped creature has landwalk for the chosen type.
    Equip 2 mana

    Assembly Line
    Artifact--:5mana:
    During your upkeep, choose one--Put a cost counter on Assembly Line; or put a 2/2 Scarecrow artifact creature token into play.
    Sacrifice Assembly Line: Put a +1/+1 counter on each scarecrow you control for each cost counter on Assembly Line.

    I know the uncommons out-number the commons; it was intentional. I also realize that there are no artifact creatures, besides those that you get with Assembly Line. Speaking of which, should Assembly Line be rare? I almost made it that way, but changed it for some reason or another.

    And what do you know? I did get the uncommons done. At this rate, the rares will be up before the hour.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    All right, I think your idea for City on Fire will pass, then. Rewrite:

    City on Fire
    Land-Mountain
    Expand
    :symr::symr::symtap:, Sacrifice City on Fire: Destroy target land.

    Okay, that should close the holes. I'm not going to have enough time to list all of the artifacts at once, so I'll list the commons first. (Believe me, the rares are worth waiting for.)


    Banner of the North
    Artifact--:4mana:
    Equipped creature gets +2/+2 and has first strike.
    Equip 2 mana

    Banner of the South
    Artifact--:4mana:
    Equipped creature gets +2/+2 and has vigilance.
    Equip 2 mana

    Blob Signet
    Artifact--:3mana:
    As an additional cost to Blob Signet, sacrifice a token creature.
    Equipped creature has Life Absorb.
    Equip 3 mana

    Villain's Flag
    Artifact--:2mana:
    :symtap:, Tap an untapped creature you control: Target creature gets
    +3/-3 until end of turn.

    Book of Thoughts
    Artifact--:4mana:
    :1mana::symtap:: Draw a card.

    Rotating Death Machine
    Artifact--:4mana:
    Cumulative upkeep 5 mana
    During each upkeep, each player sacrifices or discards a permanent.

    Incredible Flying Machine
    Artifact--:2mana:
    Equipped creature has flying.
    If Incredible Flying Machine is desroyed, destroy equipped creature.
    Equip 1 mana

    I may or may not be able to post the uncommons today, but I'll definitely try.
    As always, feedback is welcome.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Okay, I'll fix City of Sludge and City Submerged, but the other three, in my opinion, are fine. City Revered is definitely a card I don't want to change, and City of Leaves isn't much of a problem, I don't think. As with City on Fire, you can only run four of any card, so you get to destroy four lands with the card, tops. Compared to some of the other sabotage cards in the set, that's more than fair.

    I didn't think about Expand. I suppose that makes it a bit better. New wording:

    Northern Reservoir
    Land
    Expand
    :symtap:: Add 1 mana to your mana pool.
    :symtap:, Sacrifice Northern Reservoir: Add one mana of any color to your mana pool.

    Basically Archaelogical Dig with Expand.

    Alright, I think that tops this section (not that it's closed). I'm either going to list the artifacts tonight or tomorrow, so stay tuned.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    I meant to put that all of the nonbasics except the chapels and the Expands come in tapped, but I guess I got ahead of myself.

    City Revered's ability only gives you control over lands or enchantments, and as long as it's tapped, you can't lose control of those lands and/or enchantments. But it isn't like some of the other control cards--when this land is untapped, its original owner takes it back immediately.

    As for City of Leaves, take a closer look at the text. I wanted it to be something like Faerie Conclave or Mutavault, without the whole "still a land" effect. It only works as a creature until end of turn, so there's really no reason to sacrifice it.

    City on Fire...I thought that was too strong. Very well:

    City on Fire
    Land-Mountain
    :symr::symr:, Sacrifice City on Fire: Destroy target land.

    Also, City Submerged basically implies that you simply counter a spell--I noticed that last night.

    City Submerged
    Land-Island
    :symu::symq:: Counter target spell.

    How would I fix City of Sludge? I'm at a loss with that one.

    Golden City is designed to be that one bright and colorful place where everyone wants to live. That's why it can't produce black mana. I can see how it could make some people worried--it can bring in some crazy amounts of mana, but I see no reason to change it as long as it remains rare.

    For Chapel Drodna, if I changed "casting cost" to "converted mana cost", would it fit better?

    With Eastern Orchard, it can work in many different ways. In a two-headed giant match, you can help you teammate with their stuff. In a one-on-one...well, I don't really know, other than the fact that you can target yourself.

    I can work with the suggested change to Western Range. However, I don't think I'm going to assign land types to the regional lands.

    I think sacrificing a land for one mana is a little much. How about this?

    Northern Reservoir
    Land
    Expand
    :symtap:: Add 1 mana to your mana pool.
    :symtap:, Discard a card: Add one mana of any color to your mana pool.

    Alright, I think that solved most of the problems. After the next check up, I'll list the artifacts.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Alright, that's fine. As long as the basic effects don't change, the wording can be altered.

    Okay, now we get into some cards.

    Nonbasic Lands

    Volcanus Droge (common)
    Land-Mountain
    :symtap:: Add red mana to your mana pool.
    :1mana:,:symtap:: Add :2mana::symr: to your mana pool.

    Foredia Gode (common)
    Land-Forest
    :symtap:: Add green mana to your mana pool.
    :1mana:,:symtap:: Add :2mana::symg: to your mana pool.

    Oceana Syge (common)
    Land-Island
    :symtap:: Add blue mana to your mana pool.
    :1mana:,:symtap:: Add :2mana::symu: to your mana pool.

    Aria Nage (common)
    Land-Plains
    :symtap:: Add white mana to your mana pool.
    :1mana:,:symtap:: Add :2mana::symw: to your mana pool.

    Marsa Tole (common)
    Land-Swamp
    :symtap:: Add black mana to your mana pool.
    :1mana:,:symb:: Add :2mana::symb: to your mana pool.

    Northern Reservoir (uncommon)
    Land
    Expand
    :symtap:: Add one mana of any color to your mana pool.

    Western Range (uncommon)
    Land
    Expand
    :symtap:: Add 1 mana to your mana pool.
    :1mana:,:symtap:: Target creature gets +2/+2 until end of turn.

    Southern Fields (uncommon)
    Land
    Expand
    :symtap:: Add 1 mana to your mana pool.
    :4mana:,:symtap:: Gain X life, where X is the amount of mana you have used this turn.

    Eastern Orchard (uncommon)
    Land
    Expand
    :symtap:: Add 1 mana to your mana pool.
    :2mana:,:symtap:: Add 2 mana to any player's mana pool.

    Central Marshes (uncommon)
    Land
    Expand
    :symtap:: Add 1 mana to your mana pool.
    :1mana:,:symtap:: Target land becomes the land of your choice until end of turn.

    Golden City (rare)
    Land
    Expand, Glow Aura
    :symtap:: Add :symr:,:symg:,:symu:, or white mana to your mana pool.
    :symtap:, Sacrifice a creature: Add X mana of any one color except black to your mana pool, where X is that creature's converted mana cost.

    City of Leaves (uncommon)
    Land-Forest
    :symtap:: Add green mana to your mana pool.
    :symg::symg:: City of Leaves becomes a 2/1 green Rogue with Forestwalk and ":symq:: +1/+1" until end of turn. City of Leaves is not a land if it's a creature.

    City on Fire (uncommon)
    Land-Mountain
    :symtap:: Add red mana to your mana pool.
    :symr:,:symtap:: Destroy target land.

    City Submerged (uncommon)
    Land-Island
    :symtap:: Add blue mana to your mana pool.
    :symu:,:symq:: Counter target spell with converted mana cost X or less, where X is the amount of mana this turn.

    City of Sludge (uncommon)
    Land-Swamp
    :symtap:: Add black mana to your mana pool.
    :symb:, Sacrifice a creature: Choose one-Return target creature with converted mana cost X or less from a graveyard to play, where X is the sacrificed creature's converted mana cost; or target player discards X cards, where X is the sacrificed creature's power.

    City Revered (rare)
    Land-Plains
    :symtap:: Add white mana to your mana pool.
    :symw:,:symtap:: Gain control of target land or non-Aura enchantment. As long as City Revered remains tapped, that land or enchantment has tether. You do not take mana burn from this effect.

    Chapel Grozna (rare)
    Land
    Sacrifice a creature: Add X to your mana pool, where X is that creature's power plus its toughness.

    Chapel Drodna (rare)
    Land
    Sacrifice a non-creature artifact: Gain X life, where X is that artifact's converted mana cost plus its equip cost. If it has no equip cost, gain life equal to its casting cost.

    Tell me what you think. I may change City Revered's cost, but I'll let you guys decide.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Thanks everybody. You've helped alot with some of the more complex mechanics. Here are the changes:

    Divide is now specific to creatures. This will help alot with some of the big guys. (Valros, thank you.)

    Blitz is now separated, and each Blitz creature will probably have some sort of landwalk. (Thank you Flappy.)

    I don't know yet about Propogate, but the new wordings for multiply and the new idea for divide are excellent. I'll use those instead of the original four sentences for each ability. (Valros again, thanks alot.)

    Attack Pattern is now Formation, courtesy of Valros, and it is a combat-activated effect.

    Now that all that is settled, there are two more abilities that came to me a while after these first few. There shouldn't be any problems with these, but tell me if there are:


    Expand (land ability)(You may choose to put this land into play tapped. If you do, you may put a basic land card from your hand into play.)

    Tether (permanent ability--lands, creatures, etc.)(The controller of this permanent cannot change.)


    Expand is for the high cost powerhouses, and Tether is designed to nullify Hire. Tell me what you think. Once these pass, then I'll start listing some cards.

    By the way, the reason I didn't name Gravedigger Guardian's ability something new was because he was the only one whose ability worked like that--there are no other creatures with a similar ability.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Alright the name has been changed to Formation, but if it won't work with Gravedigger Guardian, then I won't give his ability a name. Or I could change it to Threshold.

    Gravedigger Guardian
    :4mana::symb::symb:
    Legendary Creature-Zombie
    Fear, Flanking
    Threshold-Gravedigger Guardian gets +4/+4 and has deathtouch.
    5/5
    Because he gives all of his glory to the dead, the dead aid him in all that he does.

    Does this work?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Here are some examples of the Attack Pattern guys. There are ten, and all of them are Legendary. I'm listing five for now, and I won't list Draconus twice, so there's less to read.

    Angel of Dreams
    :4mana::symw::symw:
    Legendary Creature-Angel
    Flying, Double Strike
    Attack Pattern Angels-If this creature and four Angels attack together, this creature gets +4/+4 and gains Vigilance until end of turn.
    6/6
    Dreams are illusions, but all those who disregard that fact are blessed with unlimited strength.

    Arond the Great
    :4mana::symg::symg:
    Legendary Creature-Elf
    Forestwalk, First Strike
    Attack Pattern Elves-If this creature and five Elves attack together, this creature gets +4/+4 and gains Shadow until end of turn.
    5/5
    His people are loyal to him, no matter what calls he gives.

    Neptune Ascendant
    :4mana::symu::symu:
    Legendary Creature-Merfolk
    Islandwalk, Glow Aura
    Attack Pattern Merfolk-If this creature and four Merfolk attack together, this creature gets +4/+4 and gains wither until end of turn.
    6/6
    Legend has it that Neptune himself appointed him as an apprentice. To this day, no one questions that.

    This is where the problem comes in, but I'll see if I can't fix it.

    Gravedigger Guardian
    :4mana::symb::symb:
    Legendary Creature-Zombie
    Fear, Flanking
    Attack Pattern Graveyard-If this creature attacks while there are seven or more creatures in all grayeyards, it gets +4/+4 and gains deathtouch until end of turn.
    5/5
    Because he gives all of his glory to the dead, the dead aid him in all that he does.

    Rognus the Incredible
    :4mana::symr::symr:
    Legendary Creature-Beast
    Haste, Trample
    Attack Pattern Beasts-If this creature and 3 Beasts attack together, this creature gets +5/+5 and all attacking creatures gain trample until end of turn.
    4/4
    Its cry is the tears of nature; its roar is the signal for nature to respond.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Shimpactran Rites
    Quote from Valros


    Formation — Whenever CARDNAME and N other creatures attack together, [effect].


    Okay, that makes sense. It also makes it easier because you're not trying to use two combat phases at once. However, I'd like to keep the name. It gives more of a description to what's about to fly at your opponent.



    Quote from Valros
    Well, nine mana is a lot, even for a Dragon. Let's say, six or seven mana, so maybe :4mana::symr::symr::symw:?


    Fixed.



    Quote from Valros
    Once per game? Well, with a 15/15 unblockable and at least seven other Dragons in play or having been played, you should only have to use it once. Anyway, let's retool that back to the general theme: A powerful alpha-strike ability that will probably win you the game. Now, the best part is that red gets trample, so that's an option, but a better one would be to combine red's power-pumping (+N/+0) and white's protection.


    The idea was to create an ability that would almost definitely win the game, but not be impossible to stop. So if Attack Pattern triggered on your opponent's turn, and they played a Holy Day, then there was a drawback. Also, the reason it was the position, and not the attackers, that mattered was that I had a plan for a black creature whose Attack Pattern triggered with seven creatures in the graveyard.



    Quote from Valros
    Anamorphic Amoeba -- Ach, another ability that's too complicated. I like the concept but there's too much going on and I don't want to go into detail right now.


    But it's not all going on at once. Divide can only occur during your combat phase, and the tokens can only Multiply during your upkeep. That doesn't mean they're invincible at all. Though Life Absorb on the tokens may be too much.

    Quote from Valros
    King of Kingdoms -- Hm. Interesting. I think that it's best as two abilities. And maybe King of Kings is a better name, since King of Kingdoms sounds... like it makes too much sense?


    I almost used King of Kings, but it sounded too much like I was describing Jesus. Although, that reference might not be a bad idea....I like your idea, and you fixed two problems at once. From now on, Reinforce is two seperate abilities, one called Levy, and the other is the indestructible thing.



    Quote from Valros
    Guardian of the Heart -- "Steadfast" is obsolete as of whatever edition of the rules eliminated the need for blocking creatures to tap. (The same change that killed Master of Arms's printed functionality.) Phasing... doesn't need to come back, IMO. But to each his own.


    Alright, Steadfast is out.


    Quote from Valros
    (K?)night of Necrofear -- "Necrofear" sounds like a Scandinavian metal band (and I don't mean that in a good way)... however the guy itself is pretty good. "Hire" doesn't seem like an appropriate name for such a black ability. Maybe "conscript" or something more sinister-sounding...


    It was called Hire because black and white creatures were going to use it. But I need to keep the ability that states that you can't pay this cost twice in a row.

    Thank you very much for your help.
    Posted in: Custom Set Creation and Discussion
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