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  • posted a message on Bragging rights - what cards did WotC steal from you?
    On Jan 17 2018, I posted this design.

    Sacrificial Decision
    B
    Sorcery
    Target player sacrifices a creature or loses 5 life.

    In M19 appeared Demanding Dragon which has the effect slapped on to a dragon.


    EDIT: I realise it was unclear in my wording that the opponent gets the choice, but I revised it to this in another post:

    Cruel Decision
    B
    Sorcery
    Target player sacrifices a creature unless they pay 4 life.
    Posted in: Custom Card Creation
  • posted a message on Eat a Banana
    Eat a Banana
    rare
    W
    Sorcery
    If you can see anyone eating a banana, you win the game.
    Draw a card.

    ART: A 21 year old guy in a hoodie standing in the corner of a room, casually gnawing on a banana.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I think Asylum Warden is an original idea. It makes most sense in a control deck where you want to slow the aggro deck. Would a defender make more sense than an aggressive weenie? Also, would it make most sense as a one-drop since it talks about the first turn and I can't really think of white ramp effects. It's also easy to interact with since it counts as a creature.

    It's the general idea of "let the player do what they want." And with that card, you want to play it turn one and attack with it for damage, neither of which you can do, but a one-drop defender would do what it wants, although power level is a thing to consider, of course.

    Something like:

    Asylem Warden [mana]{W}[/mana}
    Creature - Human (Rare)
    Defender
    As long as its the first, second or third turn of any player, each player's life total can't change, and players can't win or lose the game. (Players can't gain or lose life, and can't pay any amount of life except 0.)
    0/3

    Seems a bit powerful of course, so maybe it could just be turns one and two?

    ---

    Thanks for the feedback. I'd like to revise my designs rather than just give up on them.

    Decision Cycle (common)

    Angelic Decision
    W
    Instant
    Target a creature you control. Target opponent chooses one:
    * That creature gains indestructible until end of turn.
    * You gain 4 life.

    Thoughtful Decision
    U
    Sorcery
    Reveal the top 3 cards of your deck. Target opponent chooses one. Place it into your graveyard and the rest into your hand.

    Cruel Decision
    B
    Sorcery
    Target player sacrifices a creature unless they pay 4 life.

    Infernal Decision
    R
    Instant
    Deal 4 damage to target creature unless its controller redirects that damage to him or her.

    Bestial Decision
    G
    Sorcery
    Target opponent chooses which enters the battlefield under your control:
    * 2/2 green Bear token.
    * 2 1/1 green Wolf tokens.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Always critique the previous poster's cards when you post cards here. It's not only good manners, it's the rules.

    Ah, sorry. I'm new the thread and didn't actually read the rules. But as you pointed out it would have at least been good manners any way...

    Temporal Inversion I liked. It's a cheap way to play a Timewalk effect that seems more fair and had me thinking about a) How powerful is it actually? and b) How can it be best broken? Thinking is a part of what makes strategy game enjoyable, so I can see that this card would be enjoyable to evaluate. I like the general concept of inverting reality and the colours are consistent with the feel of the mechanics. Very out-of-the box. Good job

    Decision cycle - These are generally poor designs. Opponent-chooses is an extremely harsh drawback, which is why past punisher cards have been severely undercosted. This cycle has way more minor effects than you'd generally see, and the costing is pretty close or even more than what you'd pay for an effect where you choose. Sacrificial Decision is probably the closest to printable but is probably unfairly backbreaking for causing 5 life loss on turn one.


    I'm reading that you didn't like the cards because you felt they were generally underpowered? If they were appropriately powered, would you feel that they were flavourful cards which allowed interaction with your opponent? I ask because this was my intention. Power balance is more of a development decision than a design one and I've not actually shuffled up the cards to play with and test them, which I admit is an important part of design as well.

    The fact that you highly value power balance in a design is very useful to me though, because I've been casually designing a card game, so I will be careful to keep the components fairly balanced, somewhere between unplayable and broken.

    Thanks for your response as there was no reason why you had to go out of your way to respond. I'll try to think more out-of-the-box and leave my comfort zone of fear of broken cards.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Bit of a Decision Cycle I came up with because why not. Feel free to comment.

    Angelic Decision
    W
    Instant
    Target a creature you control. Target opponent chooses one:
    * Prevent the next 5 five damage that would be dealt to that creature this turn.
    * You gain 5 life.

    Thoughtful Decision
    2U
    Sorcery
    Reveal the top 3 cards of your deck. Target opponent separates them into two piles. Put one pile in your hand the rest in your graveyard.

    Sacrificial Decision
    B
    Sorcery
    Target player sacrifices a creature or loses 5 life.

    Infernal Decision
    R
    Instant
    Target opponent deals 3 damage divided between themselves and any number of creatures they control.

    Bestial Decision
    GGG
    Target opponent chooses one:
    * You put a green 3/3 Beast token in play.
    * You put three 1/1 green Saproling tokens in play.
    Posted in: Custom Card Creation
  • posted a message on What are some turn three wins in Pauper?
    This mono-black build feels alright. It needs to be tested against the field, of course.

    Posted in: MTGO Pauper
  • posted a message on What are some turn three wins in Pauper?
    Amazing post. Turn-1 wins in pauper make it sound like it would be degenerate.

    Swamp, Dark Ritual, Putrid Imp, discard Ancient Brontodon, Exhume
    Tainted Strike on Brontodon, attack for 10 poison

    All you need is a Lotus Petal or Simian Spirit Guide and a Dragon Breath to make this a turn-oner like the previous.

    Should totally build this deck when I have extra cash.

    Something like this or a build with Dark Ritual and Putrid Imp. I took out poison because I ran out of cards, but that could easily go in somewhere as well.


    Posted in: MTGO Pauper
  • posted a message on What are some turn three wins in Pauper?
    Turn one:
    Mountain
    Faithless Looting, discarding Dragon Breath and Ulamog's Crusher

    Turn 2:
    Swamp
    Exhume Crusher, which triggers Dragon's Breath
    Attack for 8, annihilate 2

    Turn 3:
    Mountain
    Bolt their blocker (optional)
    Attack for 8, annihilate 2
    Fling Crusher for 8 more


    Instead of crusher, you could use Chained Throatseeker 5-power infect and not have to fling. [EDIT: Wait, it can't attack yet.]

    Or give Ulamog's Crusher a Phyresis [EDIT: or Tainted Strike] for infect on turn three, and use Mutagenic growth or Giant Growth etc for 10 poison. You don't even need to give it haste.
    [EDIT AGAIN: This is theoretical turn 2 win with Dragon Breath. - no it isn't]
    [EDIT SOME MORE: More creatures are Eldrazi Devastator and Ancient Brontodon.]
    Posted in: MTGO Pauper
  • posted a message on What are some turn three wins in Pauper?
    Gitaxian Probe could go in that deck as well, just pay 0 mana to pump and draw a card.

    Or Manamorphose.
    Posted in: MTGO Pauper
  • posted a message on What downgrade do you want?
    A blue wincon and a Merfolk Lord.
    Posted in: MTGO Pauper
  • posted a message on What are some turn three wins in Pauper?
    One possibility is to hit double Virulent Sliver, one of the haste slivers and some other components, and deal 10 poison on turn three.

    Turn one:
    Forest
    Virulent Sliver

    Turn two:
    Second Virulent Sliver
    Attack for 2 poison
    Land
    Any 1-drop sliver (eg Gemhide Sliver)

    Turn three:
    Land
    Any hastey sliver (eg Heart Sliver)
    Attack for 8 poison
    gg

    Any other theoretical turn three wins you can come up with?
    There was a thread with a turn 2 win, but that seems rarer.
    Posted in: MTGO Pauper
  • posted a message on BR Blightning


    My current list is quite consistent in practice and can win in the queues.

    This is a budget list (a few tix). Pyroblast would be great though.

    There are other cards that could go in like black card draw.
    Posted in: Developing
  • posted a message on Time Spiral (homebrew variant)
    Ok, here's a random idea for a new magic variant format. I've not play tested this at all, but maybe somebody would like to comment or even try it out.

    TIME SPIRAL
    Homebrewed Magic Format
    By Jonah Mann

    So in the Time Spiral format, you build two decks.

    First is a 60-card singleton 'main' deck. This could follow Legacy rules, but for financial (not thematic) reasons, Modern rules could optionally be observed.

    Second is a 15-card singleton 'time spiral' deck containing only Time Spiral block's 247 'shifted' cards. Timeshifted, planeshifted and futureshifted.
    https://mtg.gamepedia.com/Time_Spiral/Timeshifted
    https://mtg.gamepedia.com/Planar_Chaos/Trivia#Timeshifted_references
    https://mtg.gamepedia.com/Future_Sight/Trivia#Futureshifted

    Any of the shifted card list can not be placed into the 60-card main deck.

    If you would draw a card (after opening hands), you may choose to 'shift' or draw a card from your 15-card 'time spiral' deck instead. If a shifted card would go to the graveyard, exile it instead. If there are no cards left in your 'time spiral' deck, you may not choose to shift a card from it.

    Otherwise normal Magic rules apply.

    Sort of inspired somewhat by Commander (aka EDH).

    Any thoughts? Sound fun? Sound broken? Suggestion for improvements? Deck lists?

    Cheers.
    Posted in: Homebrew and Variant Formats
  • posted a message on 4D Deckbuilding
    4D DECKBUILDING
    By Jonah Mann

    With this model, which I call '4D Deckbuilding,' I present a framework for analysis of a deck, in either constructed or limited.

    First you must know your deck's win condition, that is, what is it actually trying to do? Is it trying to bring your opponent to 0 life as quickly as possible? To protect some fat with counter-magic and removal? Execute a combination of a few cards? Or is it some alternate win condition, like milling or poison?

    Once you know this, you can begin analysing the deck into four temporal dimensions: Height, breadth, depth and duration.

    HEIGHT
    -Power level
    How powerful are the cards in the deck? A taller deck will contain consistently powerful cards. Synergy is relevant.

    BREADTH
    -Tree
    How wide is the decision tree or strategic breadth of the deck? Can it hit artifacts, enchantments or lands? Can it minimise your opponent's decision tree?
    This is relevant to both the main deck and sideboard.

    DEPTH
    -Meta
    Where does the deck sit in the sea of all the decks being played? That is, how well is the deck optimised for the metagame? A deep deck will have been tested and optimised for the field, a shallow deck may look good in a vacuum, but hasn't yet been proven to solve the current metagame.

    DURATION
    -Curve
    -Tempo
    Duration, or time, has two interpretations. First is the curve of the deck. How well does it play in the beginning, middle and end of the game? How does it curve out?
    Secondly, how well does the deck gain a resource advantage? Is it drawing cards or 2-for-1ing your opponent? Does it disrupt your opponent's resources, like their hand or lands?

    A good deck will have been optimised in all four dimensions.

    Feel free to try thinking in this way about deckbuilding and test how helpful this model actually is in practice. I would also be interested in hearing comments and suggestions for improvement.

    Remember: All models are bad; some are useful.

    Peace and have fun.
    Posted in: Deckbuilding/Playtest Groups
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