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  • posted a message on The Alphabetical Card Game
    Blitzkrieg Bolts R
    Instant
    Multikicker 1R
    Destroy target artifact or nonbasic land for each time Blitzkrieg Bolts was kicked.
    If Blitzkrieg Bolts was kicked at least four times, destroy all artifacts and nonbasic lands instead.
    Posted in: Custom Card Contests and Games
  • posted a message on *Hello. My name is…* (Game)
    Quote from hawk1674


    Next:

    __________ 1:symwr::symwg::symgr:
    Instant
    Target creature gets +2/+2 until end of turn.
    Target creature gains trample until end of turn
    Target creature gains first strike until end of turn.


    Seeds of Naya


    _______ X1WB
    Enchantment
    _____ enters the battlefield with X Oblivion counters on it.
    WB, Remove an Oblivion counter from ____: Exile target nonland permanent.
    When ____ leaves the battlefield, return all cards exiled by this card's effect to the battlefield.
    Posted in: Custom Card Contests and Games
  • posted a message on *The Common to Rare Game*
    Warlord of the White Shield 4WW
    Legendary Creature - Human Knight
    Protection from black
    Knight creatures you control gain first strike and lifelink.
    WW: Knight creatures you control gain flying until EOT.
    4/4

    Next: Freed from the Real
    Posted in: Custom Card Contests and Games
  • posted a message on Instant Coffee Game (read the rules please)
    Rage Ritual: A red Dark Ritual...broken in every format where Storm is legal, IMO... but a good design, nonetheless 8\10

    Now, to hose it...

    Mox Negator 2
    Artifact
    If a nonland source would add mana to a mana pool, it adds no mana instead.

    How's that? (Not sure on the wording of that, but makes all mana dorks, rituals, Black Lotuses, Moxes, etc. worthless)

    Next: An artifact with Multikicker (think Everflowing Chalice)
    Posted in: Custom Card Contests and Games
  • posted a message on [[Official]] "Rate My Box/Pack/Pull" Thread
    Well, I think I did good too, here's my pulls from a box and a fat pack:

    Mythics:

    2x Avenger of Zendikar
    1x Jace, the Mind Sculptor
    1x Novablast Wurm
    1x Admonition Angel
    1x Wrexial, the Risen Deep

    Notable Rares:



    and also good uncommons (3 Smother, 1 FOIL)...

    Much better than my M10 box a few months ago lol...
    Posted in: Magic General
  • posted a message on simply_complex1's Official Card Journal
    More cards to consider...


    Poor, poor Great Sable Stag, sitting all by his lonesome, so I made some friends for him (finished the cycle)...

    Noxious Demon 1BB
    Creature - Demon
    Intimidate
    Protection from White and Green
    Unholy and unreserved.
    3/3
    <Rare>

    Blazing Elemental 1RR
    Creature - Elemental
    Haste
    Protection from White and Blue
    Unquenchable and uncontainable.
    3/2
    <Rare>

    Soaring Seagull 1UU
    Creature - Bird
    Flying
    Protection from Red and Green
    Unfettered and unbound.
    2/3
    <Rare>

    Radiant Sun Spirit 1WW
    Creature - Spirit
    First Strike
    Protection from Black and Red
    Iridescent and inspirational.
    2/3
    <Rare>

    ===================================================

    Also, a mini-cycle of cards inspired by the Reality Strobe cycle of Future Sight, but they're multicolored!

    Temporal Flux 3GU
    Sorcery
    Creatures you control gain shroud and flying until end of turn. Exile Temporal Flux with three time counters on it.
    Suspend 3-1GU
    <Uncommon>

    Temporal Hope 3GW
    Sorcery
    Return target permanent card in a graveyard to its owner's hand. Exile Temporal Hope with three time counters on it.
    Suspend 3-1GW
    <Uncommon>

    Temporal Vortex 3UR
    Sorcery
    Draw two cards, then discard two cards at random. Exile Temporal Vortex with three time counters on it.
    Suspend 3-1UR
    <Uncommon>

    More to come later...

    Posted in: Custom Card Creation
  • posted a message on *The Common to Rare Game*
    Divine Templar 4WW
    Creature - Cleric Soldier
    Clerics and Soldiers have vigilance.
    White creature cards have plainscycling 2.
    4/5

    Next: Snakeform
    Posted in: Custom Card Contests and Games
  • posted a message on Locus Number Two (Three?)
    Quote from Sigismond0
    Something I posted in another forum, where it went over very well. Just thought I'd drop it in here to see how it fares under scrutiny.

    Golempost
    Land Creature - Locus Golem
    ~ gets +1/+1 for each locus in play.
    : Add 1 mana to your mana pool.
    0/0

    Obviously, this goes along with Cloudpost and Vesuva.

    The mana ability is sort of a question, as I think it might just make this a bit too strong.

    PS: I think the original post was my thousandth post. Hurrah!


    Nice! There aren't enough Locus cards yet, so 10/10 for creativity.
    However, does it have to be a land and a creature? Why not just a creature or just a land with the Locus subtype?

    =====Example 1=======================

    Locus Golem 4
    Artifact Creature
    Locus Golem is a Locus land in addition to its other creature types.
    Locus Golem gets +1/+1 for each Locus in play.
    T, Sacrifice Locus Golem: Add 1 to your mana pool for each Locus on the battlefield.
    0/0
    (Not sure if Locus land can be a creature subtype, but I digress.)

    =====Example 2=======================

    Golempost 2.0
    Land - Locus
    T: Add 1 to your mana pool.
    4: Golempost 2.0 becomes a X/X Elemental artifact creature until the beginning of the end step, where X is the number of Locus cards on the battlefield.

    The second one makes more sense to me IMO, and would be interesting to play in a Locus deck.
    Posted in: Custom Card Creation
  • posted a message on Stolen Dreams and two cards from a cycle.
    Quote from frogdragon
    Stolen Dreams :1mana::symb::symb:
    Sorcery Rare
    Each opponent reveals their hand. Exile a non-land card revealed in this way. You may play that card as though it was in your hand as long as its exiled. (you must pay all its costs)

    Hidden Infestation :1mana::symg::symg:
    Instant Uncommon
    Each opponent reveals their hand. For each land card revealed in this way, put a 1/1 green insect token into play.

    Torrential Blaze :1mana::symr::symr:
    Instant Uncommon
    Each opponent reveals their hand. For each land card revealed in this way, ~ deals 1 damage to each creature and player.


    Big fan of these, they seem balanced with the possible exception of the first one (can black do that?), also might want to make them all sorceries instead of instants, they're OP at instant speed, and of course they're INSANE in multiplayer games, but whatever, other than that, good job and if you can, finish the cycle with W and U!
    Posted in: Custom Card Creation
  • posted a message on simply_complex1's Official Card Journal
    Behold, more cards from beyond the veil of sanity...

    ================================================
    Serious submissions:

    Philosopher's Gem 1UUU
    Tribal Artifact - Wizard
    2UU,T: Target player draws a card.
    All players have no maximum hand size.
    Rare

    Swarm of Bats 4BB
    Sorcery
    Put X 1/1 black Bat creature tokens with flying onto the battlefield, where X is the number of creatures in your graveyard. Exile your graveyard.
    Rare

    Liliana, Corrupted 3BB
    Planeswalker - Liliana
    <+2>: Target player sacrifices a nonblack creature.
    <-0>: Discard a creature card. Return target creature card from your graveyard to your hand.
    <-4>: Each opponent loses 4 life. You gain life equal to the total amount of life lost this way.
    <-9>: Exile target player's hand and graveyard. Search that player's library for all cards with the same name as cards exiled by this effect and exile them. That player shuffles their library afterwards.
    <3>
    Mythic

    =================================================
    Cycle time!
    Thought I'd try some Legendary Lands! They each have a ETBT unless a certain condition happens clause, tap for mana, then have a "spell" effect if conditions are met during that turn. They are all rares or even mythics if necessary...
    Note: sorry about the bad Kamigawa-esque names, but they're kinda spur of the moment...

    Kanmara, Peaks of Punishment
    Legendary Land
    Kanmara, Peaks of Punishment enters the battlefield tapped unless a player received damage by a spell or ability this turn.
    T: Add R to your mana pool.
    RR,T: Peaks of Punishment deals 2 damage to target player who received damage by a spell or ability this turn.

    Yuseiko, Prairie of Lifeforce
    Legendary Land
    Yuseiko, Prairie of Lifeforce enters the battlefield tapped unless a player gained life this turn.
    T: Add W to your mana pool.
    WW,T: Target player gains 4 life if they gained life previously this turn.

    Weislode, Isle of Mystery
    Legendary Land
    Weislode, Isle of Mystery enters the battlefield tapped unless a player drew 2 or more cards this turn.
    T: Add U to your mana pool.
    UU,T: Target player draws a card if they drew 2 or more cards this turn.

    Jorgan, Grove of Deception
    Legendary Land
    Jorgan, Grove of Deception enters the battlefield tapped unless a player had 3 or more creatures enter the battlefield under their control this turn.
    T: Add G to your mana pool.
    GG,T: Target player puts a 3/3 green Beast creature token onto the battlefield if 3 or more creatures entered the battlefield under their control this turn.

    Kyomyre, Marsh of Portent
    Legendary Land
    Kyomyre, Marsh of Portent enters the battlefield tapped unless a player discarded a card by a card effect this turn.
    T: Add B to your mana pool.
    BB,T: Target player discards a card if they discarded a card by a card effect this turn.

    Horribly broken? Or not good enough? You decide!
    Please leave feedback on these especially, I would like to polish them if possible, thanks!


    ================================================
    "Why so SERIOUS? ...Let's put a smile on that face!" - The Joker

    Alien Mindmaster 2U
    Creature - Alien Wizard
    Other Aliens get +1/+1.
    Your opponents play with their hands revealed.
    Telepathy sucks! Use me instead! - Jrokk, Alien Mindmaster
    2/2
    Rare

    Alien Footsoldier 1RR
    Creature - Alien Soldier
    First Strike
    RR,T: Target creature can't block Aliens this turn.
    3/1
    Uncommon

    Undead Alien 2BBB
    Creature - Alien Zombie
    Deathtouch
    B, Sacrifice Undead Alien: Each nonalien creature gets -2/-2 until the beginning of the end step.
    Putrid flesh atop a forlorn perch.
    3/3
    Rare

    Martian Ambassador 5R
    Legendary Creature - Alien Lord
    Aliens get +1/+1.
    During your upkeep, if you control 10 or more Aliens, you win the game.
    We come in peace! No, really! As long as there's more of us than there are of you, there will be peace!
    2/3
    Mythic

    Martian Tripod 9
    Artifact Creature - Alien Construct
    Affinity for Aliens (This spell costs 1 less to cast for each Alien you control.)
    ,T: Destroy target nonalien creature. Put a -1/-1 counter on Martian Tripod.
    Martians have learned how to turn harmless camera stands into weapons of mass destruction.
    3/6
    Rare

    Devastator 12
    Legendary Artifact Creature - Alien Construct
    Devastator is a Deceptacon in addition to its other creature types.
    Affinity for Deceptacons
    T: Destroy target pyramid. It can't be rebuilt.
    This guy sucks! - Bob Barker, after watching Transformers 2
    12/12
    Mythic

    Probing Needle 3
    Artifact - Equipment
    Equipped Alien gets +2/+2, and ,T: Put a probe counter on target creature.
    Creatures with probe counters on them can't attack or block and need to seek professional psychiatric help.
    Equip 3
    More common than you think...lol

    Intergalactic Warp 1UU
    Sorcery
    Search your library for an Alien creature and add it to your hand. Shuffle your library afterwards.
    Sure beats taking the bus...
    Uncommon


    War of the Worlds 4RRR
    Sorcery
    Epic
    During your upkeep, you may tap all Aliens you control. Each Alien you tap this way deals damage equal to its power to target opponent's creature. Each creature dealt damage this way deals damage equal to target Alien you control of your opponent's choice.
    Mythic
    Not sure of the wording on this one, wanting it to be kinda like an Arena effect en masse... if wrong, please clarify so I can fix it, thanks!

    Final Note: Anyone looking at these cards who becomes offended, please remember this is an attempt at humor and nothing more, I feel genuine sympathy for all "alien abduction victims" and I'm not trying to degrade them or the seriousness of what has happened to them (assuming aliens are real, of course).
    Posted in: Custom Card Creation
  • posted a message on *The Common to Rare Game*
    Blazekite Dragonauts 2UR
    Creature - Faerie Wizard
    Whenever you cast an instant or a sorcery spell, put a +1/+1 counter on --.
    When -- deals combat damage to a creature or player, remove all counters from --.
    2/2


    Next:
    Kraken Hatchling
    Posted in: Custom Card Contests and Games
  • posted a message on Instant Coffee Game (read the rules please)
    Quote from ryzorz

    Field Hospital xxW
    Tribal Enchantment - Cleric
    ~ enters the battlefield with X charge counters on it.
    If a source would deal damage to you, you may prevent X of that damage, where X is the number of charge counters on ~. If you do, remove a charge counter from ~ at end of turn.
    :symtap:, tap two untapped clerics you control: Return ~ to its owner's hand.

    next - another card from that cycle. (class tribal enchantment with XXC cost)


    Meets the criteria, very flavorful, all in all a fine card: 9/10

    School of Divination XXU
    Tribal Enchantment - Wizard
    -- enters the battlefield with X charge counters on it.
    If one or more of your creatures dealt combat damage to a player, you may scry X, where X is the number of charge counters on --. If you do, remove a charge counter from -- at the beginning of the end step.
    T, tap two untapped Wizards you control: Return -- to its owner's hand.

    Next: Continue the above cycle with green, red, or black!
    Posted in: Custom Card Contests and Games
  • posted a message on You Make the One-Drop
    Memory Sifting U
    Sorcery
    Multikicker - U, Exile a card from your hand.
    Draw a card, then draw an additional card each time Memory Sifting was kicked.
    If Memory Sifting was kicked at least 4 or more times, draw an additional 4 cards.
    “All intelligent thoughts have already been thought; what is necessary is only to try to think them again.”
    -Johann Wolfgang von Goethe


    Tried to make a card that gave you an additional bonus if it was kicked a certain number of times. I tried to balance it, but probably failed. Meh, probably broken, even at sorcery speed, but w/e...
    Posted in: Custom Card Contests and Games
  • posted a message on Yugioh cards turned into Magic cards(serious attempt)
    Quote from Maelstrom Entity
    My first suggestion would be using 'As an additional cost..' instead of the 'You may only play ___ from your hand..'.This template should make the cards simpler to read and it's a template already on other magic cards.

    For example:

    Chaos Emperor Dragon, Envoy of the End :5mana::symb::symb::symb:

    Legendary Creature-Dragon Mythic Rare

    As an additional cost to cast Chaos Emperor Dragon, Envoy of the End, exile a black creature and a white creature from your graveyard.

    Sacrifice Chaos Emperor Dragon, Pay 5 Life: You and target opponent
    discard your hands and sacrifice all permanents. That opponent loses
    1 life for each permanent sacrificed this way.

    6/5


    This.

    As a former Yu-Gi-Oh player, I can testify to the power of these cards. Even with the new cost involved, Mr. Chaos Dragon is still horribly overpowered. After all, 8 mana, exile a black and white creature, and 5 life for that effect is usually a decisive blow against your opponent. However, being faithful to the original design, is probably as balanced as it could get.

    The flip side is, at least in Magic, unlike Yu-Gi-Oh, you can't just follow up with another "Special Summoned" monster to destroy what's left of your opponent, thus giving your opponent at least a small chance to recover.


    Quote from silvercut
    eh. The god cards are bad designs no matter what game they are in. I would start with simpler cards.


    Also, I agree with silvercut. The "God cards" and their variants are just plain stupid broken and shouldn't ever have been made, once you plop them down it's GG, usually. No more abominations like that should be made, in ANY game.

    Other than that, good luck with future designs, just remember that Magic and Yu-Gi-Oh have different scales of power creep, what's overpowered in one game may be less so in the other game, and vice versa.
    Posted in: Custom Card Creation
  • posted a message on simply_complex1's Official Card Journal
    Quote from Paddymew
    Umm Jace can use his lesser -loyalty ability three times before leaving. I'm not sure it would be a good idea to have Garruk start with 12 loyalty counters.
    What is his starting loyalty?

    For Dark Tidings, it would be "puts", not "sends".


    Thanks for the feedback, while it's true that Jace can -1 three times, I think Garruk's now -3 ability may be too good for that. Also, Garruk starts with 4 loyalty.

    Also fixed Dark Tidings' text. BTW, when I designed that card, I thought of Davy Jones from Pirates of the Caribbean, about to summon the Kraken on someone...
    Posted in: Custom Card Creation
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