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  • posted a message on Outrageous Lies About the Last Poster!
    Pikachugundam has planted a bomb at the NCSoft offices for shutting down Exteel. He did this by coercing the janitor via his pet poodle, being held hostage. After stripping the 60 year old man of his garb, he sat the bomb inside one of the trash cans within the office building not to garner too much attention. It has been one week since he planted it, and is still waiting patiently for the news of the explosion.

    On a side note, he did hear something about a garbage collection flying into the air after being blasted up by some unknown force.
    Posted in: Other Forum Games
  • posted a message on What defines a good mythic?
    Over the course of the years I've seen much discussion about "horrible mythics", be it from being format warping or something that simply does not see play. I started around the time that Conflux was introduced, so I came in around that the mythic rarity was starting up. This said, I do not have as much of a "pre-mythic" opinion.

    Despite me rambling on, I am curious about what different people define as a good mythic. Is it when MtG released astoundingly good cards? Perhaps using the Mythic slots for storyline prevalent characters? Maybe for the so dubbed "win more" cards, that seem over the top, but can be outright fun to use?
    Posted in: Opinions & Polls
  • posted a message on The card Izzet needs right now.
    Quote from igor.quintero
    Also, to everyone who feels it's broken let's TOTALLY not forget that we have other ridiculous cards for each color. If U/W can have Sphinx Revelation, we should get something that should be atleast comparable.
    Why the hell do we get the crappy version of Sphinx's Revelation? Epic Experiment in 80% of cases is complete crap simply because at least half of your deck is going to be creatures + lands.


    Lets also not forget that Sphinx's Revelation scales into late game based on the possible investment into X. If they are paying 8 mana, it is completely justifiable for them to draw 5 cards and gain 5 life. More or less, its the Instant speed that makes it obscene... Can't expect Wizards of the Coast to be picture perfect at everything though.

    The current wording is somewhat of a mix between electrickery and "draw a card." (not overloaded) which that is fine, but when overloaded, becomes "Draw a card for each creature." which lets do be honest... Between multiple players, including yourself since you didn't specify "creatures you don't control.", That could easily be a draw 7, possibly more, on turn 4 or 5, which is waaaaaaaaaaaay beyond the power level of most draw cards in a good long while. Only comparison in recent days would probably be Reforge the Soul, but that has the potential of assisting your opponents as well.

    As for color balance, Bonfire of the Damned, Thundermaw Hellkite, Snapcaster Mage. Izzet's got some options.
    Posted in: Custom Card Creation
  • posted a message on Dimir Counterspell to complete cycle
    Quote from Aegraen
    How is it nuts? It is simply a worse counterspell. Losing 2 life isn't anything to scoff at either, considering all the shocklands, and fetches in modern.

    You know what is nuts? Geist of St. Traft. If you can print creatures like that, surely you can print; UB - counter target spell; lose 2 life.


    Ah, my mistake. When I read it, I was thinking "That player loses 2 life." not the player who cast the counter loses 2.

    As a side note, I think we can all agree that Wizards of the Coast have done some done goofed cards, such as the Geist, Thraggy, Titans, Swords of OP, and a few others in recent years.
    Posted in: Speculation
  • posted a message on Dimir Counterspell to complete cycle
    Quote from MaZa
    How so? I don't think that even regular Counterspell would be nuts with Caverns around.


    When they are designing cards, you also have to keep in consideration a few things such as how future rotations will be. This is partially why we often see effects that are solely used for hosing certain effects, but not as much use anywhere else (hi Rest in Peace!) Ask yourself, if that spell was in standard and Caverns was gone, what would the format be like? What if we were playing modern? Draft? Block Constructed? Simply put, its nuts.
    Posted in: Speculation
  • posted a message on Snappy Answers to stupid Questions
    I crave Oreos, devouring white and black makes me oh so happy... like your avatars face... *starts salivating*

    What makes you salivate?
    Posted in: Other Forum Games
  • posted a message on You do a sealed, and get 3 of a card...
    Haha! I tap my Reveka, Wizard Savant in response to the copy! Now I'll just bloc-oh...

    Force of Will
    Posted in: Other Forum Games
  • posted a message on A variation of donate... kinda
    Quote from Artificer Andy
    So you're making Hive Mind better and cost only two mana? ಠ_ಠ

    One time use, and only for one person.

    Quote from mondu_the_fat
    Hello, slaughter pact. and other pacts.

    Fair enough. Is there any way to word it that you could think of to negate the Pacts from interacting with it while still being elegant in card design?

    Quote from Ninja Caterpie
    or um

    Thing 1U
    Instant (R)
    Target player gains control of target instant or sorcery spell you control.

    I don't like the idea of stack shenanigans using donate so Shrugs

    At first I didn't think that was an option... but then I recalled Commandeer.

    Spell Fluke (2.0) 2U
    Instant (Rare)
    Target player gains control of target instant or sorcery you control. That player may choose new targets for it.
    Posted in: Custom Card Creation
  • posted a message on It's a Bolas Scheme!
    They are not cats, but are in fact, fuzzy Eldrazi, waiting for the moment the lords come to ravage our plane!

    Your potted plants are withering even though you've watered them daily.
    Posted in: Other Forum Games
  • posted a message on A variation of donate... kinda
    Spell Fluke 1U
    Instant (Rare)
    Counter target instant or sorcery you control.
    If that spell was countered, you may have target opponent cast a copy of that spell.
    The apprentice thought he had worked miracles. Sadly, his overconfidence soon became distress from the aftermath.

    This has quite a few interesting applications. First, like donate, you can essentially hand "bad spells" to them, or spells that usually have a negative impact on your side of the board unless you are prepared. Secondly, it can be somewhat of a way to combat people from stopping more global spells, such as Wrath of God. They counter it? In response, you counter it in response, and let them cast it!

    I was, however, a bit unsure as to what would be a proper mana cost. Considering that donate though has more options, let alone can be paid over the duration of two turns, I believe that one mana less than donate was agreeable.

    As usual, any feedback is greatly appreciated!
    Posted in: Custom Card Creation
  • posted a message on Misthollow Mill Deck
    So, I was going through the trade binder of a friends, noticing a large quantity of Rest in peace, as well as Palisade Giants, and a lone Misthollow Griffin. Clockworks started grinding, and I decided "lets make a mill deck!" This is what I have devised, although there were some tough decisions to be made in regards to it.



    General Strategy
    The general strategy is to use a combination of the wall subtype strategems from Return to Ravnica with the support of enchantments to lengthen the duration of the game till they have been milled. Where does Misthollow Griffin come in though? The griffin acts as either an alternate wincon or a reoccurring blocker depending on the circumstances of who I am facing. To exile the griffin to be played again, there is Rest in peace, which also shuts down graveyard recursion, as well as flashback which ensures that the mill doesn't aid the enemy. Alternatively, there is Moorland Haunt, which will also grant me an additional flier. Other than the obvious defenders and enchantments to hinder, there is the combination of Palisade Giant combined with Ghostly Possession.

    The Iffy's
    These are the cards where I was unsure of whether to include or not.

    Jace's Phantasm - A similar prospect of the alternate wincon for the deck, and at one mana has astounding potential. However, with the inability to recur, and the already included Misthollow, I had decided against it.

    Arrest - Another card to hinder the opponent, and adding to the power of Sphere of Safety, I decided to cut it from the list in favor of the ever wonderful O-Ring.

    Hater's gonna hate owl (Judge's Familiar) - The lack of counterspell in the deck was troubling, and the use of another thing pecking at the enemy could certainly be worthwhile. This would, however, likely mean cutting back on the enchantments or defenders, which were the main features for defense.

    Favorable Wind - Considering the number of fliers in the deck, it had crossed my mind. It also made using the Judge's Familiar all the more tempting. This, however, would favor a more offensive deck more than a defensive under normal circumstance. The thought of Misthollow being able to trade blows with angels though did cross my mind.

    If you have any recommendations to further improve the deck, by all means, let me know. All feedback is welcome!

    EDIT: FYI, yes, I do know that the only mill currently is Doorkeeper. Hoping to adjust that possibly in the future.
    Posted in: Standard Archives
  • posted a message on [Requesting Feedback] Retribution (117-122 of 2XX)
    Sharpeye Scout- I second what DrKobolds said, can be creature type Scout. As for the effect, I do find it interesting that it is based on whats on your opponents top deck instead of your own... Life gain can be fine though, although a +1/+1 counter is also a good alternative.

    Agent and Outlander- They're fine, although for a set you can probably come up with some better ideas. Save filler/simple ideas for last usually unless it has a strong coalition with the playstyle of the set/block you are making.

    Splitting Serpent- Why I haven't thought of this before, I have no idea. The card though is absolutely brilliant! Also, as the good doctor stated, the creature type should be Snake, not serpent.

    Cowardly Giant- LOVE the flavor of the card, but the downside considering the cost is a tad much. I would probably either boost the stats or reduce the cost, or perhaps a combination of both like so...

    Cowardly Giant 2R
    Creature - Giant (C)
    Cowardly Giant can’t attack or block unless it has the highest power among all creatures on the battlefield.
    4/3

    Suppressive Volley- Definitely white, however also definitely uncommon. A //gatherer.wizards.com/Pages/Search/Default.aspx?text=+[deal">+[damage]+[each]+[attacking]+[creature]&color=|[W]"]gatherer search reveals all white cards with that kind of effect are either rares or uncommons. It is, however, much harder to come up with a definitive mana cost amount for it. Potentially widespread damage in higher numbers other than one often cost a greater amount, even more so if its a one sided wipe. Example: Mizzium Mortars overloaded. I would atleast push the cost up to 2WW, but then test from there to see if its where you believe it should.
    Posted in: Custom Card Creation
  • posted a message on The Remaining Guild Charms
    I second SecretInfiltrator's remarks. On a different note though, I would say Boros Charm may be a tad too strong. Compare with Rolling Temblor or Pyroclasm. Pyroclasm was already a fasinating card, and rolling temblor is a fairly recent card for comparison. Both are sorceries as well.

    The other effects are fine, although Double Cleave terrified me when I first started playing... and still terrifies me.
    Posted in: Custom Card Creation
  • posted a message on Izzet Mythic Rare
    Quote from CobaltGolem
    Thanks for your honesty and constructive criticism. I didn't know it was that obvious I was new! Grin


    Well actually I could tell because over on the left hand side is the date of which you first joined, number of posts, ect. However it was more of new to MTGS, not so much as new to the game. After all, I played for over a year before I finally made an account here! Still, if you need any sort of advise or anything, feel free to ask. Smile
    Posted in: Custom Card Creation
  • posted a message on Izzet Mythic Rare
    Heya CobaltGolem!

    Now, considering that your somewhat new here, I'm going to outright state that I'm going to be blunt about this.

    First off, almost no enchantments have an X cost in them. If they do, usually they have some sort of triggered effect for when it does enter the battlefield, such as putting X number of counters on it. This is due to memory issues. Not everyone is going to remember you paid 5 for the enchantment or 3 or whatever you may have paid.

    Secondly, Overload doesn't necessarily function as a means to change up what the spell does completely, but instead changes the wording of "target" to "each". If you want to apply the "if overload cost is paid, target player instead is able to cast one spell each turn without paying it's mana cost." effect while retaining the normal effect of the card applying to everyone, there is probably a better way of wording it.

    The way it is currently, I would make it more similar to the effects of the 'curse' cards from innistrad block.

    Artful Madness XRU
    Enchantment - Aura (M)
    Enchant player
    Artful madness enters the battlefield with X number of madness counters on it.
    At the beginning of enchanted players upkeep, enchanted player draws X cards and discards X cards, where X is the number of madness counters on Artful Madness.
    Enchanted player can't cast more than one spell each turn.


    Not sure how one would include the overload considering memory issues and the fact that this occurs over and over again. Having counters placed on something does solve this partially, but then when there are multiple types of counters on one permanent, it becomes a bit more complex and chaotic. Alternatively, it could have an additional effect based upon the number of madness counters on it like so...


    Artful Madness XRU
    Enchantment - Aura (M)
    Enchant player
    Artful madness enters the battlefield with X number of madness counters on it.
    At the beginning of enchanted players upkeep, enchanted player draws X cards and discards X cards, where X is the number of madness counters on Artful Madness.
    Enchanted player can't cast more than one spell each turn. If Artful Madness has 6 or more madness counters on it, instead enchanted player may cast one spell each turn without paying its mana cost.

    Even still, if you look at the "Enchanted player can't cast more than one spell each turn" effect for its cheapest cost, RU, that's a tad too strong. Compare with Arcane Laboratory, which effects everyone, as well as the much more recent Curse of Exhaustion.
    Posted in: Custom Card Creation
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