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  • posted a message on Eight-Legged Friends (Spider Tribal)
    I'm gonna disagree with the previous poster on most of his color judgement.

    Fog and Return to the Earth are both solid in green, so Mistweaver and Acidlash make good sense in monogreen as they are, though the latter should probably be a little more expensive. Killing any creature, though, would require adding black to the cost.

    Gargantula should probably be more expensive, unless it's a mythic, but I'm not seeing red in it's abilities. It could be monogreen or green white.

    Black doesn't get reach, so gravewidow needs to be green black as it's written. It's a very effecient 4/4 for 4, so it's probably a rare.

    I agree that caught in the web needs a different name, something evoking the web itself. The taxing attackers ability is a white ability though, not green, so you are stretching at best to have it in monogreen.

    Lastly, do a check of the names against a magic database, I think a few of those are already card names.
    Posted in: Custom Card Creation
  • posted a message on [THB] Mothership 1/09— Promo cards
    Is thrill of possibility actually in the set, or is the promo a throw back to Eldraine?
    Posted in: The Rumor Mill
  • posted a message on [TBD] The First Iroanian Games
    The previous theros block had Gold tokens that didn't tap when sac'ed to generate mana (unlike treasure). Any idea if they are keeping that templating?
    Posted in: The Rumor Mill
  • posted a message on 10 Multi-colored Uncommon Spells
    Why does Ratform make the creature a snake?

    Prescient Recollections is very weak. I would change it to "Put the top 4 cards of your library into your graveyard, then draw a card. Then choose a card in your graveyard and put it into your library third from the top. Then choose a card in your graveyard and put it on top of your library." At two different colors and sorcery, it isn't cost effective without negating the inherent card disadvantage in casting it. Alternately, make the card an instant.

    Ancestral Protection should probably only prevent damage from one source.

    Otherwise, the cards seem pretty well made.
    Posted in: Custom Card Creation
  • posted a message on Custom Set Assistance?
    Quote from LeoninBolas »
    Here's some new cards based around the altered mechanics:

    Guard Patrol 4W
    Enchantment {U}
    Stalwart-At the beginning of each end step, if three or more creatures you control blocked this turn, create a 1/1 white soldier creature token.

    Blessings of the Earth 2G
    Sorcery {C}
    Search your library for a basic land and put it on the battlefield tapped. Shuffle your library.
    Stampede (When you cast this spell, copy it for each creature spell you cast this turn.)


    Blessings of the earth plays against its own interest, in that it ramps, but to maximize its utility you need a lot of mana to begin with.

    Vile Cutthroats 3R
    Creature — Human Rogue {U}
    ~This~ has trample as long as its attacking.
    2RR, T: Ransack 3.(Exile the top three cards of your library, the next spell you cast this turn costs 3 less to cast.)

    4/2

    I am not sure why someone would activate this ability. It is a net loss of one mana to exile three cards from your deck. Any exile interactions need to be specific to the ability that exiles the card, or interact with your opponent's exile, otherwise it will negate the purpose of the exile zone (second graveyard problem).

    Mistspewer 1U
    Creature — Elemental {C}
    When ~This~ enters the battlefield target creature gets -3/-0 until end of turn.
    Ambush 2U(You may cast this card as an instant by paying 2U. If you do, return it to your hand when it enters the battlefield.)
    1/2

    Secret Plan XXB
    Sorcery {R}
    Plot - When you cast this card, you may discard a card that shares a color with it. If you do each other player copies it.

    You draw X cards and your maximum hand size is reduced by X until your next upkeep.


    I don't think this works the way you want it to. Players only discard to handsize at the end of their own turn, so the plot lets you fill your opponent's hands and they will still have the opportunity to play their best cards before discarding while the caster spends mana to draw and immediatly has to discard. Effectively, you Mind Twist yourself to let your opponents filter their hands.

    And here's a mythic based around Boyachi's idea earlier:

    Fwoosh, Burning Rebel 2RR
    Legendary Creature — Goblin Rogue{M}
    Discard a card, R, T: ~This~ deals 1 damage to target player.
    Whenever ~This~ deals damage to a player you may cast up to one card that player owns in exile until end of turn.
    2/2


    This is a good application of interacting with opponent's exiled zone, but I still think mixing the exile and cost reductions into one ability is too much going on in one mechanic. The cost reduction (a la the aforementioned Hardened Berserker) is plenty interesting space to play in by itself.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Custom Set Assistance?
    This issue with Stalwart and Ambush, which work both in a vacuum, is that having multiple mechanics that discourage opponents from attacking will bog games down. Stalwart tells people "don't attack or I get something" and Ambush says "don't attack when I have mana untapped," both of which mean its harder to push through the incremental damage that some strategies rely on. They can still work, but you'll need A LOT of testing to balance them.

    Ransack doesn't make sense, as in, what is the purpose of exiling the card? I like the cost reduction effect, which is a red ability, but exiling from opponents is firmly black/blue (adding a cast rider would make it far too complex and powerful for a wide use keyword)

    I like the idea of Stampede, and I like it counting creatures entering rather than being cast personally, but that does make it harder to balance.

    If you want a widely used mechanic, I'd go with conspire over plot. That makes it easier to theme the color pair around and to build with in draft. The trap comparison above is apt, and traps were meant to be niche answers to individual situations rather than an overall deck archetype
    Posted in: Custom Set Creation and Discussion
  • posted a message on Reimagining Kamigawa
    I like the format you've set up. Like the previous poster said, there are some balance issues.

    I think the activated abilities should either all be synergistic with animating them, or none, so the Myojin of Night's Reach should probably do something else. Reanimation or drawing cards for life could be good options.

    Cleansing Fire is oppressive, but you could change it to "Target creature deals damage to itself equal to the damage it dealt this turn." This is powerful, has offensive and defensive applications, and does not completely stymie creature combat.

    If you want their shrine cards to "turn them on", the Seeing Winds and Infinite Rage abilities should be "~~ can't attack or block unless a opponent lost 2 or more life since the beginning of your last upkeep." That way, the shrine can trigger on your turn, but you could still block on an opponent's turn.

    I would make the tap requirement more specific, as in tap a red creature for Infinite Rage, for instance, and if your intention is to represent praying it should be a non-Spirit creature too. Otherwise, its especially weird that two Myojin could "pray" to each other to avoid a board wipe.
    Posted in: Custom Card Creation
  • posted a message on Seven Secret Lairs in 2019
    Some of them are only 30.
    Posted in: The Rumor Mill
  • posted a message on Return to Tarkir: Clans and Mechanics

    Thanks for pushing me on the DFC front. I was worried that I wouldn't be able to create the kinds of card designs I wanted to without it, but Mastery is proving to work well so far. And yes, your templating definitely feels cleaner. It's a little wordier, but that may be necessary for sake of clarity. Also, I hadn't thought about using multiple counters yet, but I'll keep that in mind as an option when simplicity seems called for.


    Reknown is a good example of the templating he's talking about. A Keyword has to have the same information except for Costs and numerical variables, so different instances of your mastery couldn't grant different keywords. Using that template, though, the keyword only carries a numerical variable of counters and the added text grants the keyword. You can also have effects that trigger once when a creature gains mastery (i.e. "When CARDNAME attains mastery, it deals 2 damage to any target.")

    Looking at your other mechanics, Martyr, Reverberate, and Aspire should be ability words rather than keywords due to the varied effects each has. This is more about templating than anything else, but notably cards can reference Keywords for game effects but not Ability Words, so martyr synergies would need to focus on creature getting sacrificed, not getting Martyred, for example.

    Resurgence is neat. I'd Template it as Resurgence [VARIABLE] - [COST]([COST], Exile CARDNAME from your graveyard: Put the top [VARIABLE] cards of your library into your graveyard, then put up to one card that shares a card type with CARDNAME from your graveyard to the top of your library)

    Drag to the Depths 1U – Uncommon
    Instant
    Return target non-land permanent to its owner’s hand.
    Resurface 2 - U(U, Exile Drag to the Depths from your graveyard: Put the top 2 cards of your library into your graveyard, then put up to one instant card from your graveyard to the top of your library)

    First, you want all of the necessary information in the keyword, so that you can drop the reminder text on more complicated rares and playes still know how many cards to mill. Secondly, if the effect targets, it can be fizzled by graveyard removal and the user cannot choose from any of the cards the effect itself mills. Lastly, given the costs (compared to dredge) you may actually be okay putting the card into hand instead of on top of library. I'd recommend testing that to see if it plays better.

    Lastly, the dragonlords are very inconsistent in their power level vs their opposing color. Dromoka is basically a niche sideboard card, but Atarka and Kohlagan put a sword on their opponent's head immediatly, and Ojutai just is not fun to play against. Making the effect symmetrical is also counter intuitive to the way these kinds of cards are designed now, even though I see what you were going for thematically.

    Here's an alternate template you might try:

    Atarka, the Ravenous 3GR – Mythic
    Legendary Creature – Elder Dragon
    Flying, Trample
    When Atarka, the Ravenous enters the battlefield, sacrifice a blue permanent.
    When Atarka attacks, if the defending player controls a blue permanent, create a 4/1 red Elemental creature token, tapped and attacking.
    6/5

    This would still make Atarka harder to play with the blue Temur cards, but not impossible for draft, and the attack trigger would then get you a bunch of reverberate triggers when your opponent is playing blue. You could probably find ways to synergize the punishment abilities as a reward to the player in the same way for the other dragonlords as well.
    Posted in: Custom Set Creation and Discussion
  • posted a message on 'Mystery Booster' product
    A mythic only appears once per print sheet anyway, so the mythics like Mana Crypt and Sliver Hivelord are just as likely to appear individually, but you might get both in the same pack because they are on different sheets. The other cards are all, therefore just as rare as an individual mythic in a normal set, regardless of their printed rarity.
    Posted in: The Rumor Mill
  • posted a message on 'Mystery Booster' product
    I think people would be more excited if the product had some high dollar reprints such as Masterpieces/Inventions/Alternate Art Planeswalkers even if the chance of pulling one was very small. People were excited about Zendikar Treasures and the Masterpieces, and I would think that they would be eager to get another crack at something high dollar but very rare. Also, I think they should have released the entire set list Friday so that people could actually see if they wanted to buy/draft this set.


    Well, first off, Mana Crypt is in there, so you've got high value. I did three drafts at 25 each, and got more than my value back in each. Recruiter of the Guard and Sliver Hivelord for example were 25 each, but there's even cards like Aura Shards and Rhystic Study for $10+ in the non rare slots.

    As to the second point, they are spoiling everything Monday and it will be available at major tournaments through next year, but they wanted one weekend event for everyone to discover the set by playing it rather than reading a bunch of websites. And it was worth it.
    Posted in: The Rumor Mill
  • posted a message on A whole bunch of commander products coming.
    Quote from Ryperior74 »


    Question is does this retire annual commander decks (no 2020)


    The 5 coming with Ikoria are the annual commander set, just moved up and back to 5 decks.
    Posted in: The Rumor Mill
  • posted a message on The Pioneer Format
    Yeah, they probably should have banned the cards that were banned in standard like they did when modern first came out, like Aetherworks marvel and Emrakul, the promised end.
    Posted in: The Rumor Mill
  • posted a message on Finishing Lorwyn Land Cycle
    Blue/Green or Blue/White merfolk are more a function of the standard environment than them being religated to that color pair, but the land already exists for Blue/White so I'd rather find a different option for U/G. I really like the Dinosaur idea, and I can't think of something much better than Cats for G/W.

    If I were going to reassign pairs, though, I like your ideas for Birds or Spirits both
    Posted in: Custom Card Creation
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