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  • posted a message on Prophetic Banisher (An Inspired Reprise)
    Pretty sure errata would rule that any other cards with the same name as the chosen card cannot be cast. I don't think it's really ambiguous how this intends to work—but there it is in plain English.


    Unfortunately, it is ambiguous. You are assuming because you know how you want it to work, it is obvious to everyone, but that's not how people actually understand cards. As you originally wrote it, the opponent is prevented from casting the specific card you chose. Because the card is in a hidden zone, though, if they were to cast the card on the next turn, you would have no way to verify if it was the same card or another copy they drew.

    This is why templating the card correctly is important, so you don't have to errata it later. You want to use wording B for your card so there is no confusion (taking out the "combat" damage, of course).
    Posted in: Custom Card Creation
  • posted a message on Prophetic Banisher (An Inspired Reprise)
    The previous poster is right about the rules issues, but there are two different ways to solve it depending on how you want the interactions to work.

    A)
    Whenever Prophetic Banisher deals combat damage to an opponent, you may look at that player's hand and choose a nonland from it. That player exiles the chosen card until the end of their next turn.

    B)
    Whenever Prophetic Banisher deals combat damage to an opponent, you may look at that player's hand and choose a nonland from it. That player can't cast spells with the same name as the chosen card until the end of their next turn.

    Option A is more surgical, and won't stop if they have multiple copies in hand, but it also keeps them from filtering away the nullified card as Tadpole mentioned. B straight up nullifies and copies in hand or drawn afterwards (also I tweaked so that if you choose and instant they cannot just cast it on your endstep).

    Note, I recommend changing the effect to when it deals combat damage, since even if you canfind a way for the angel to deal non-combat damage to the opponent, the timing of when they can cast the spell again becomes a little more confusing if you do so on their turn, for option B especially.
    Posted in: Custom Card Creation
  • posted a message on Hey, let's have some linked cards
    I think the Adept's ability is conditional enough that you don't need to limit it to happening once. If it was discard any card, that would be a good control point, but the fact that you have to have the specific other card in hand (which is not great on its own) I think makes it fair.
    Posted in: Custom Card Creation
  • posted a message on Gozilla Land Secret Lair
    Well, this is almost a thread necro... But've just received word Wizards expects to ship mine at the end of September!!!

    Same for the Summer Drop.

    While I ordered neither right after the beginning of sales, it was not more than a few hours later. All my other Secret Lairs were shipped almost immediately, but in these cases, I guess they sold out their pre-printed allocation before I even got there.

    I have not found any info on what these may contain beyond the lands, has anyone received theirs yet?


    I recall the Summer Super Drop saying before ordering that the shipping wouldn't be until August/September, and my reciept from the Godzillas lists June-July shipping, so I don't think they had a first wave to ship on these like they did with the first few rounds of Drops. I'm sure COVID effing with their supply chains is at cause as well.
    Posted in: The Rumor Mill
  • posted a message on Ambush (Ninjutsu for Blocking)
    You'll also get some wierd play states where one person ambushes, and then the other person ambushes the creature that just ambushed. I think it might be better if you only made the ability for blocking creatures and not ones that are attacking.
    Posted in: Custom Card Rulings
  • posted a message on Ambush (Ninjutsu for Blocking)
    Ambush ([Cost], return a creature you control that's blocked or blocking to your hand: Put [this creature] from your hand onto the battlefield tapped, attacking and blocked by, or blocking the same creature the opponent controls.)

    That colon solves most of the problems the previous poster mentioned. Probably should also have the tapped and attacking part as well with the current structure (otherwise it become quasi-vigilance since you'd be trading a tapped attacker for and untapped one).

    That said, this ability will cause your environment to slow way down if its costed too low. Combat already heavily favors the defender, and this weighs it even more in that direction. Morph has a similar problem, and the answer was to make morph costs such that nothing with a morph cost less than 5 could flip and kill a 2/2 in combat without also dying. You'll need to find a similar costing point here.

    The ability to return creatures as a cost also mean you'll need to cost enters the battlefield effects in the set with the understanding they are going to be usable repeatedly.

    Posted in: Custom Card Rulings
  • posted a message on Subtypes
    If tribal had been around, I'm sure cards that made tokens would have those relevant types, like Raise the Alarm being Tribal Instant - Soldier, The challenge though is the more specific a card is made the harder it is to reprint in different settings.
    Posted in: Custom Card Creation
  • posted a message on Ixalan Card Idea
    I was thinking about the issue of Ixalan regarding the draft being "on rails" and ways to encourage other strategies in draft. I'd suggested a cycle of 5 cards that connect the tribes that share those colors (a Red card that rewards Pirates and Dinos, for instance) but today I had an idea of a card that was better for playing all 4 tribes together. This would be a build-around uncommon, with the intention that if you can get many types of tribes on the board, it becomes cheap or even free and potentailly chainable. I like the mechanic, I may need to tweak the wording, and I don't have a good idea for a name/flavor.

    [CARDNAME] WUBRG
    Sorcery Uncommon
    For each color among Dinosaur, Pirate, Merfolk and Vampire creatures you control, [CARDNAME] costs one less mana of that color to cast.
    Create a 3/3 green Dinosaur creature token with trample, a 2/2 black Pirate creature token with menace, a 1/1 blue Merfolk creature token with hexproof, a 1/1 white Vampire creature token with lifelink, and a Treasure token.

    Any thoughts on how to flavor this/what it should be called?

    Posted in: Custom Card Creation
  • posted a message on Panglacial Rift
    Quote from user_938036 »

    Quote from rowanalpha »
    The previous poster is right that it will cause confusion, and further the card just isn't that good. Its basically a Terramorphic expanse, but coming into play tapped means you can't activate until it untaps, slowing down gameplay since you can't resolve it while your opponent is taking their turn.
    Its more of a reverse Terramophic Expanse. It enters tapped but the land it gets isnt' tapped. So it gets you access to mana at the same speed, one turn later. Because of hate cards like Thalia this version is actually superior making it a viable card design. Its problems are strickly in the play from library portion.


    The difference with Terramorphic, though, is that I can play it and pass the turn, and resolve my search and shuffle while you're taking your turn. With this template, I have to wait until you pass your turn and then activate on my upkeep to get the same utility. This slows down early turns where focusing on interaction is not typically an issue.
    Posted in: Custom Card Creation
  • posted a message on Panglacial Rift
    The previous poster is right that it will cause confusion, and further the card just isn't that good. Its basically a Terramorphic expanse, but coming into play tapped means you can't activate until it untaps, slowing down gameplay since you can't resolve it while your opponent is taking their turn.
    Posted in: Custom Card Creation
  • posted a message on Katingal: Plane of Chains
    I think you're overloading your set by adding vanishing. Morph was only kept in Khans after they came up with the Clan model because it worked well as pseudo-color fixing in a set that needed it. Vanishing is only adding complexity to the set here. Given how aggressive you are creating this environment to be, you don't need this to encourage it.

    Restore needs to be reworded at the very least, because current wording lets you restore when you have no cards in hand. Also, it will trigger for each restore card in your graveyard regardless of how it is worded, but it currently lets you return your most valuable restore card for the lowest restore value among cards in your graveyard. Finally, your wording will put the restored card on top, and then the cards from hand on top of that, meaning you don't get the card you restored for multiple draws.

    Restore 2 (At the beginning of your upkeep, you may put exactly two cards from your hand on top of your library in any order. If you do, put [CARDNAME] on top of you library.)

    This is better wording/order and it creates the dependency that you must have card in hand to restore. However, this mechanic is (a) will potentially create repetitive game states (like Buyback does) and (b) cost more than the effect is worth due to the loss of card advantage. Putting the restored card in hand instead of the top of the deck would solve the second problem, but not the first.

    Manaburst is an interesting idea. It might make the effect more interesting if you found a way to make the ability scale with the amount of mana in the pool, rather than being two or more. This would encourage actually tapping out rather than tapping just enough to get the bonus.

    I don't think hunt will play as well as you want it too, so you'd need top playtest this a lot. The opposite ability (Thorn Elemental) is good because it breaks stalemates, but in hunt's case it will rarely be better to deal damage to a create in place of just reducing the opponent's life total.

    Having the hunter deal damage to the marked creature in addition to the player would create some more interesting choice, but mostly would just force the player to block with the marked creature. Having each creature hunting a different creature and changing those targets each turn will also create memory issues.

    Here's an out of the box idea, based on the monarch:

    When this creature enters the battlefield, target creature or planeswalker becomes the hunted. (Whenever that permanent's controller is dealt combat damage, that much damage is dealt to the hunted)

    The hunted becomes a marker that only one creature at a time can have, and means that whatever damage the player doesn't block also gets dealt to that creature. There might be a way to make it only relevant to creatures with the Hunt ability, but I'd need to think harder on the wording.

    All in all, Manaburst, Feign, and Indomitable all are reasonable as long as you playtest the environment they're in, Restore and Hunt need work, and I think Vanishing should be dropped. There's not really cross mechanic synergy (think Surveil/Jumpstart in GRN or Outlast/Ferocious in Khans), so you'll need to find ways to make archetypes between colors that are relevant for draft.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Some designs
    Good designs overall.

    Dreadmaw Umbra seems reasonable. I could see that as a limited relevant rare in a set.

    Precognative Insight is undercosted, should be 1U to 2U for 2 draws with scrys.

    Shaman seems fine, I like that you found an interesting way to make a tribal card that I don't thinks been done before.

    For Charsi: First, Hexproof doesn't work as a red/black ability, but I see why you put it there. I'd instead make it "Protection from Devils" and you could even lose the hellbent aspect. Also, make the self-discard non-random, no one likes to play with random discard and it becomes more utility for the deckbuilder as well.

    Northwind Swan should trigger on enters the battlefield, not on cast. As written, the trigger is basically uncounterable itself since countering the swan wouldn't stop the trigger. Its also undercosted, since Man'o'war is basically the same cost, without flash, flying, or the ability to bounce a spell. Should be 2UU to 3UU.

    For Cht'lari, I like the direction, but you should definitely adjust the power of the trigger steps, especially the second one. As it is, hitting 8 counters means you get to untap a bunch to play more spells, then untap again on your extra turn. You should also consider making it "you may remove any number of Doom counters you have." so that you aren't forced to remove the only 2 counters you have for no effect for instance. Lastly, I personally think its more aesthetic to go 2/4/8 than 3/5/8.

    Try this:
    When Cht'lari enters the battlefield, you may remove any number of Doom Counters you have. If you remove 2 counters in this way, draw three cards and discard three cards. If you remove 4 counters in this way, also gain control of target non-land permanent. If you remove 8 counters in this way, also take an additional turn after this one.

    Lastly, do a typo pass, like fixing "beginning" being misspelled in a couple of places, missing commas, etc.
    Posted in: Custom Card Creation
  • posted a message on Stigmata (Stigmatize)

    I was actually thinking the same thing. I just decided to post this full scale to gauge reaction. I also wanted to do a mini version, something like:

    Stimatize R
    Sorcery
    Target opponent flips two coins. For each flip that player loses, Stimatize deals 3/1 damage to that player and/unless he or she discards a card at random.

    There's a 1 in 4 chance they will lose at least one.


    Its a 3/4 chance to lose at least one coin flip, 1/4 they lose two. If I'm reading your backslashes right, you are proposing:

    Stigmatize deals 3 damage to that player unless he or she discards a card at random.

    OR

    Stigmatize deals 1 damage to that player and he or she discards a card at random.

    The latter is a better Hymn to Tourach, arguably the most powerful black card printed, at half the cost in the wrong color. Cheap random discard should never be mandatory at low cost since you can potentially hit a needed land in your opponents opener and immediately put them out ability to play the game.

    The former is almost on balance, with Skullscorch as example, but it should be 2 damage instead of 3. The potential to hit 6 off one R is too strong, even with the randomness.
    Posted in: Custom Card Creation
  • posted a message on Katingal: Plane of Chains
    But that said, I can bend. What would you suggest?


    Just post your five mechanic s with a card or two each. No need to post a whole sets worth of cards, but seeing only one or two building blocks of the set makes it hard to evaluate the whole.

    For instance, earlier you said that each color has its own mechanic, but now there's Vanishing as well?

    You are right about indomitable as it has less potential to lead to stalemate, but consider that a player is disincentivised to attack if they are going to lose their biggest/best creature, and having one huge blocker is going to make that scenario very common. Remember that combat naturally favors the defending player, so your design will need strategies to compensate for a single big blocker.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Katingal: Plane of Chains
    To your first point, you're not trying to market a set for sale. If you want to get critiqued on a specific mechanic, post in the main card creation forum and get feedback on that one item. This is subforum is for set creation and feedback, and getting feedback on a single mechanic without seeing how it interacts with the rest of the set makes the feedback less valuable.

    On indomitable itself, you have to be careful with defensive combat keywords, since they can lead the game to becoming staring contests where no one wants to attack. That's not to say "defensive exhalted" can't work (its been proposed enough times in different threads) but without the understanding of how the rest of the set interact with it, it is hard to evaluate.

    Posted in: Custom Set Creation and Discussion
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