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  • posted a message on Morph Wizard Support
    The second card isn't putting them from your hand onto the battlefield, its turning the morph creatures that are currently out back face down... although the wording could be clearer on that, admittingly. Fixing it now.

    EDIT: Also, the first card doesn't unmorph everything at once, it gives each individual the morph X...

    So, letsay I had a creature that was something like..

    Random Wizard 3U
    Creature - Wizard
    T, sacrifice ~: Counter target spell unless its controller pays 3.
    2/2

    With the land out, the wizard card would have Morph 3U.
    Posted in: Custom Card Creation
  • posted a message on Morph Wizard Support
    How exactly would Sculptor's Lair not work? If your playing a face down wizard, to play it face down it ALWAYS costs 3, without the assistance from a card like Dream Chisel. They do not know what that face down card is at the given time, and from there, if that wizard already had morph, it would be as though it had two instances of the same ability, to where you would be able to choose which one you would want to activate, the original morph cost on the card or the one given via The Sculptor's Lair.

    As for Reality Bender, Backslide and Ixidron. The ability CAN be handy considering most morph wizards have effects that trigger when turned face up.
    Posted in: Custom Card Creation
  • posted a message on Morph Wizard Support
    The Sculptor's Lair
    Legendary Land
    T: Add 1 to your mana pool.
    All wizard creature cards you own have Morph X, where X is that creature's mana cost.
    No one expects the wizard inquisition.


    Reality Bender 4UU
    Creature - Human Wizard (Rare)
    When reality bender enters the battlefield or is turned face up, you may turn any number of target wizards with morph face down.
    Morph 3UU
    "Our presence shall be masked, until the opportune moments arise. Wait for the mark, and we shall bring them down to our knees."
    3/3
    Posted in: Custom Card Creation
  • posted a message on Beguiling Staff, Righteous Blade,...
    Closest comparison in CREATURE form to a provoke deathtouch is Turntimber Basilisk, although Provoke is still stronger than what it has since it can't cause the creature to untap and be forced to block. The issue with a provoke deathtouch equipment in terms of balanced would be the fact that you could make any back support like creature be forced out and die a hideous death. It's like issuing a repeatable colorless murder to a creature and saying "have fun!" Only downside would be the fact that other additional creatures could attempt to block and kill the said equipped creature, but if he's got more than one power, in all likelihood he's going to take down several creatures with him, and once that creature is down, guess what? Equipped to the next best thing to repeat the process. In a sense, this is kind of what made the sword of fire and ice so powerful, given that the sword connects, which against any red or blue deck, it likely would, your opponent could never drop a creature with toughness 2 or less.

    In all honesty, I wouldn't want to create something like that and would have mercy on my playtesters.

    EDIT: If your wanting repeatable deathstick, its never going to be cheap. Argentum Armor is somewhat living proof of that. Probably 3 drop equip 4. Possibly more on the initial drop cost.
    Posted in: Custom Card Creation
  • posted a message on Beguiling Staff, Righteous Blade,...
    To be more precise, Runechanter's Pike sees play in Delver decks VERY frequently.

    Fireshrieker, as Ryzorz stated, wasn't played because the two swords printed in the same era were greatly more powerful, too much so that the prices of those swords are still hovering around the $30 range. When that happens, usually its a sign that somethings a bit off kilter in the balance department.

    As for the logistics of my last comparison, you missed the original point of the comparisons entirely. The idea was to take what was known about the Grappling Hook, subtract the costs based on what is known about Shrieker to get a better idea of how much a singular lure like ability would be.
    Posted in: Custom Card Creation
  • posted a message on Game Winners/Losers
    Quote from ryzorz
    Hell, there are standard games that end with 20+ lands on the battlefield, and there are standard decks that can get to 15 easily.

    An enchantment that wins you the game if YOU control 20 or more lands could be cool.


    *cough cough* Primeval Titan which never should have been printed? *cough*

    On a different note, I think I'm just going to cancel the idea of game winning and instead make it kind of like a gem stone array, except no storing.

    Something along the lines of...

    Ulusima, Tree of Essence
    Legendary Land (Mythic Rare)
    T: Add 1 to your mana pool.
    3: Add one mana of any color to your mana pool.

    Would still be within plot-line boundaries.

    As for Barren Folley, I love the concept of it, but all the same, I wouldn't want it that breakable. I'm just unsure what to do with the card since if you do end up with 0 lands, its essentially game anyways, unless its first turn, in which antics ensue.

    The name itself was also a play on the Card Barren Glory, in which you wouldn't want any other permanents, including lands. With this said, what would you do to adjust it to still be interesting, but not as much an 0TKO or disheartening to play when it simply becomes a "win more" card?
    Posted in: Custom Card Creation
  • posted a message on Innistrad's Mad Twins
    Quote from MOON-E
    Ooo, another set of these two. Pretty solid, but I like Gisa a lot more than Geralf. Gisa is almost like a spell slinger that makes 2/2 zombies with a little extra oomph, but she does create infinite blockers so long as you have the mana for it (not a good thing.) Geralf on the other hand is pretty underwhelming. Milling everyone for 1 each turn isn't really fast enough to make good use of his first ability, which is really only good the first time you use it to make a giant zombie. After that, you won't be able to squeeze much out of him until you fill graveyards again.

    Here's my take on them from a while back. Not saying my versions are better, they're just what the two look like in my own mind:

    Gisa, ghoulcaller of Gavony 1BB
    Legendary Creature - Human Shaman
    Zombie creatures you control get +1/+0.
    Whenever a nontoken creature card is put into a graveyard from anywhere, put a 2/2 black zombie creature token onto the battlefield.
    T: Put the top 5 cards of your library into your graveyard.
    3/2

    Stitcher Geralf 2UU
    Legendary Creature - Human Wizard
    Zombie creatures you control get +0/+1.
    T, Exile a creature card from your graveyard: Put a zombie creature card from your hand or graveyard onto the battlefield tapped.
    2/3


    I really like you Moon, but isn't that Gisa a little too outrageous potentially? A mill 5, for the lucky player, means turn 4 five 3/2 zombies essentially... Let alone the fact that black is heavy on kill spells, so it would be very easy to put enemies creatures into graveyards to get additional zombies. For a 3 drop, a bit too out of hand if you ask me.
    Posted in: Custom Card Creation
  • posted a message on Game Winners/Losers
    Thanks for the feedback Gifts!

    Noticed my mistake on Melodread after posting, was probably editing it while you were typing up your post.

    Barren Volley, this is very true, although I didn't really have the original intent for making this in Vintage. Would you perhaps say it would be better at 4RR?

    Ulusima, I somewhat had the same concerns, although I can completely understand why people would ban it in EDH. All the same though, perhaps I should make it based on the starting number of players, that way if a player gets killed, it grows harder to achieve that goal?

    Storm Surge, I concur, although the exact playtesting of the set this will be in is a bit away from now.

    Thank you for correcting that! its a 0/6!
    Posted in: Custom Card Creation
  • posted a message on Common Creature Development Questions - No Design Input Please
    I would say you can get away with both fairly easily.

    Flaring Salamander, you said it yourself with the comparison of Immolating Souleater.

    As for Mistwild Merfolk, there's already unblockable 1/1's they've been printing (as well as the thing that never should have been printed, invisible stalker, albeit he's an uncommon...). When comparing Evasive creatures, I could point towards Kor Skyfisher, as well as Glint Hawk, both of which are considered blessings in disguise for their supposed "backdraw". Taking into consideration that your's is also restricted to having evasion vs. decks with islands, I think its A-Ok. Good job on the cards! Smile
    Posted in: Custom Card Creation
  • posted a message on Game Winners/Losers
    As the thread title suggest, these are various cards that essentially have the wording "You win the game", "You lose the game", or "Target player/opponent loses the game." Seeing as game changing cards like this usually have to be flavorful in some way, sometimes with backstory, I'll also describe the importance of the different cards.


    Melodread, the Ender WUBRG
    Legendary Creature - Avatar (Mythic Rare)
    At the beginning of your upkeep, if you control Everlightened Post, Everdrenched Post, Everscorned Post, Everburned Post, and Evergrown Post, you win the game.
    If Melodread, the Ender leaves the battlefield, you lose the game.
    8/8

    Being a being hidden in the near core of the plane, Melodread had been plotting his revenge on the plane that had locked him so. Using what power he could muster, he carved out channels to cause a flow of mana to seep down to his location, storing it for the day that he would be released from his prison. The locks were known as the posts, however over the centuries, the stories about the said locks had been muffled, disoriented, into thinking it was the key for salvation from a prominent threat. They soon learned otherwise. As a note related more towards the posts, they are land cards that enter the battlefield tapped, have the subtype "fortress" which does function with a few cards in the block this is in, but for the most part, these fortress act just like other ordinary lands, just a little slower. So its mainly synergistic purposes with those other cards, and of course this one, where they may give an advantage.


    Barren Folley 3RR
    Sorcery (Rare)
    Exile target land. If that land’s controller controls no lands that player loses the game.
    With his original intention fulfilled, Dorgachi went in search of new purpose.


    Connected to the plane this card was introduced was another plane via portal. That plane ended up being completely wiped out due to Dorgachi the Cleanser, a dragon hellbent on wiping out all he see's from his vast power overwhelming even his own thoughts. Apparently he managed to fit through a said portal...


    Ulusima, Tree of Essence
    Legendary Land (Mythic Rare)
    T: Add 1 to your mana pool.
    At the beginning of your upkeep, if there are ten lands plus an additional five for each player on the battlefield, you win the game.


    Ulusima was something that was left after the cleansing of the plane from Melodread. For whatever reason, perhaps he did not notice it, or he could not phase it for whatever reason. Whatever the case, people who managed to come across the plane felt a strangeness from Ulusima compared to the rest of the plane, who's mana flows were in turmoil. It seemed to be gathering the mana, and then acting as a purifier to help replenish the lands. Perhaps as a method to restore balance to the plane itself?

    Storm Surge 4RG
    Sorcery (Rare)
    Target creature you control gets +10/+10 and gains trample until end of turn.
    At the beginning of your next upkeep, you lose the game.
    In the jungles of Sethdokar, every battle is a fight for one’s life. No mercy, no respite.

    essentially the game ending move where a person puts everything on the line with a strong massive blow. Brutality I feel is fitting of the red and green combination.


    Velshiron Havenspeaker 1GW
    Creature - Elf Druid (Rare)
    At the beginning of your upkeep, if you have 30 or more life than your starting life total, you win the game.
    Whenever Velshiron Havenspeaker would be targeted by a spell or ability an opponent controls, gain 5 life.
    “The forests are torn, their is havoc upon nature within its own being. The world is splitting between ideals. Let us hear the calls of the Growthspire, and follow its words for the true world.”
    0/6

    The Velshrion is a group that believes in peace and prosperity, and living in harmony with nature. The Growthspire is the major cataclysmic event in which mana essentially exploded from the plane itself, causing an overflow in abundance of mana, drawing the attention of many planeswalkers to the said plane.
    Posted in: Custom Card Creation
  • posted a message on Beguiling Staff, Righteous Blade,...
    That's because that wall from ice age had a cumulative upkeep, and the initial drop was 5. The Wall was called Illusionary Wall.

    Ok, for the Chain Scythe, I decided to look at another equipment that had a SIMILAR ability, Grappling Hook. Seeing that Fireshrieker is a 3 drop with equip 2, We can likely say that JUST for the ability that is similar to Provoke, its cost would, if on its own individual card, a 1 drop equip 2 or something along those lines. Now add in the characteristics of wither. In all likelihood, it won't add up to a 2 drop equip 1 like yours is.
    Posted in: Custom Card Creation
  • posted a message on Beguiling Staff, Righteous Blade,...
    Quote from Londondart
    Re: Staff - compare it to Righteous Blade. You have an incentive to attack, then reequip in this. That's why it costs 1 to play, and 2 to equip. The Staff, however, is lacks a lot of advantage in reequipping 2nd main phase. Also note that 2 and 2 is way overcosted. As is, it's probably too expensive to see any serious constructed play outside of an unblockable hexproof creature who already mills and is already playable...

    True enough on the staff.

    Quote from Londondart
    I admit, repeatable flings are pretty hot. But repeatable flings are hot regardless of righteous blade. I hate to say it, but that old combo of giving a blocker +7/+7 really wasn't good at all.
    What would you say about equip being "Discard a card"? Or 3?

    Discarding a card wouldn't help, as it would often make the equip even faster, and don't forget, some decks LOVE to discard cards (example, black graveyard recursion). The 3 mana helps a bit, but still makes it feel a bit off. I'm just a little unsure how to balance something that is THAT swingy and potentially repeatable.

    Quote from Londondart
    Squire's Sword - I'm tempted to make it make a 0/1 squire token and equip itself, but I hate new tokens that wouldn't see much other play.

    Yeah, if you went with that, it would almost be the same as living weapon to be honest.

    Quote from Londondart
    Re: Chain Scythe - Blight Sickle is overcosted, right? I mean, I love wither as much as the next guy, and w/ Provoke it's sick... but it's not much more sick than +2/+2.


    Another comparison that would probably be closer to what you had in mind, Tower Above. Admittingly, this is also providing +4/+4 and trample, but its sorcery speed and just for this turn. On the flip side, Provoke forces them to block with specific creatures, even if they don't want them to and even if they were originally tapped. "If able? Screw that, your blocking anyways!" It's not the wither that's so much the issue with the mana cost now that I think about it, but the provoke, as every card printed with provoke thus far has been on a creature. No card's other than Hunter Sliver have had the availability to give provoke to other creatures, and even then it was restricted to just other slivers. Because of this, its hard to decide a decent and balanced mana cost for it, since with this provoke could be slapped onto just about anything.

    Quote from Londondart
    Re: Necromican Sword - I see what you're getting at. I don't want it to cost 2 +2, and 4 and 3 life is a bit much. Maybe it should give +2/+0? At +2/+0, whatever it's equipped to can be killed easier, and there's more of a chance of fair trades (even if those trades do give you a zombie, you're still eating up mana to equip.).


    Bit skeptical, but sounds in the ok range since the attacker is more likely to die in the process, rebirthing a 2/2 as well. Annoying, but more solvable. I would probably recommend some playtesting to get a better prospective of it from that point.
    Posted in: Custom Card Creation
  • posted a message on Beguiling Staff, Righteous Blade,...
    Beguiling Staff - I would say upping the equip cost to 2 would make it fine.

    Righteous Blade - I'm with Rising Star on this one, making a repeatable Righteousness is dangerous, even more so when you consider any color can use it. Imagine it being able to be put into a mono red deck, then after blocking, flinging the equipped creature. That alone is pretty terrifying. The other issue is the fact that you can swing with the creature that has it equipped, and easily move it over to the next guy. Oh? They doom bladed the equipped creature? Move it over to the next guy. It's just too much imo.

    Squire's Sword - I love it. Flavorful, simple, and understandable. Thumbs of approval.

    Chain Scythe - Contrary to Rising Star, if anything I would raise the cost of either the intial cost or the equip cost by 1. Comparison, say hi to Blight Sickle.

    Thinking Cap - Suprisingly, i didn't have to think about this card. It's A-Ok.

    Necromican Sword - I'm with Rising Star on this one. I will admit though, its nowhere near the power of the Scars of Mirrodin swords, but those on their own are mistakes that NEVER should have seen print. In a small sense, it slightly reminds me of Nightmare Lash. What distinguishes that from the Sword you've designed though is that it doesn't have to be a swamp filled land, the cost for putting it down is lower, as is the equip, but is up to a +2/+2 and potentially further wielders of the blade since it produces 2/2's similar to that of the Sword of Body and Mind. One of the scary things about it though is that as soon as you drop it, you can equip it for 2 life, meaning a 2nd turn creature, which a 2/2 isn't out of the ballpark, can be swinging as a 4/4 each following turn, and for each thing it kills, you get another creature. It's a bit too much considering how splashable for versatility it is.
    Posted in: Custom Card Creation
  • posted a message on In need of inspiration: Building another block
    Things have been fairly slow as of recently, and as a result I'm looking for a personal project. My previous two set's I've been working on just need more playtesting for the time being before I can make additional changes to them now.

    In the meanwhile though, I'm looking for a new project to work on, and need to bounce ideas off of someone.

    The sets I've made thus far and the theme:
    Kalosidia - Introduction to a plane, heavy hybrid, alot of targeting effects for indirect combat.
    Eternal Ravagers - Introduction of a colorless group from a different plane that has created planar technology, current inhabitants trying to escape a devastating doom. A bit more aoe.
    Planar Collision - Inhabitants attempt to escape through the portals, only to find out that plane was on the verge of devastation from a different threat, and they were attempting to flee to their plane. Inclusion of a few small tribals, and more synergy about attempting to find a new home for those unaware of the upcoming destruction.

    Remnants of Sethdokar - The plane that got devastated that the inhabitants of Kalosidia attempted to escape to, the entire plane was cleansed, and color identity is muddled, confused. Portals were reactivated connecting to Mercadia. All cards in the set are colorless, but have kickers, activated abilities and the like that require colored mana.
    Growthspire - Among the ruins left, a last ditch resort from the previous inhabitants was to revive the plane. activating it, the plane is filled with an overflow of mana, causing a huge spring in color identity. This also attracted the attention of many planeswalkers. Somewhat guild oriented with enemy colors, each with their own unique playstyle.
    Conquest - One of the demons set a grand scheme in motion, to revert the changes of the growthspire to gain from that which many were confused about. The allied colors are introduced as smaller offsets from the primary big names from growthspire, all the while more colorless creatures are introduced.

    To link the story together with the previous custom sets, I'm debating the exact ending I should have, as it was left somewhat as a cliffhanger between who had gained the upper hand in the end. If the guild like groups who were having internal conflicts with others banded together and crippled the rebellion set in motion by the said demon, should the story be focused on the crippled forces, or the continuation of the guild like groups?

    What if the Demon had succeeded in his plot? Would it create a more interesting plot? Should I have it to where the balance in mana finally becomes more stable and separate, making it a mono colored block, focused on color hate, or is there something else entirely that would probably work out in some manner, such as a connection with the once obliterated plane of Kalosidia, where it all began?
    Posted in: Custom Card Creation
  • posted a message on Should the mecanic Morph make a comeback
    As much as I love the mechanic, its questionable what more they could add to it. They've already had two blocks chock-full of the morph mechanic, and it would be hard to come up with something else inventive to do with it other than possibly outdoing an older one, simply reprinting them (similar to a core set return mechanic), or just tossing a newer mechanic on it in conjunction with the morph mechanic.
    Posted in: Opinions & Polls
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