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  • posted a message on Mechanic: Fatigue
    I like the idea that the creatures get a combat boost after their activated abilities are virtually unusable, or you'll just have a bunch of do-nothings lying around.
    Posted in: Custom Card Creation
  • posted a message on Mechanic: Fatigue
    Quote from TurboJustice »
    Also, for some reason, 'fatigue' just sounds so much less exciting and engaging to me than 'exert' does (for example). I think energy and exert get away with being 'cost mechanics' because they have strong and exciting flavor. It feels -cool- to get energy, to see your creature exert itself to be stronger. But 'fatigue' feels more... boring, to me? More sad? Something like 'endeavor' or 'push' might be better, but... it's hard to find something as punchy as 'exert' while not feeling more bland like 'fatigue' or 'exhaust'.
    I think the name is okish, could be better. But I don't have anything better right now. Could certainly be something more "magicky."

    Quote from TurboJustice »
    I think you're onto something, though. Cool mechanic, with a lot of promising gameplay. I just worry about its potential to excite players who don't realize how 'undercosted' these abilities are.
    I don't worry about plebs Tongue . I also think that the "whenever you cycle or discard a card" showed that Wizards has some very weird priorities. They've confused me completely (I assumed that it triggers twice on cycling because I couldn't figure out why the hell they would write it otherwise), and made the cards that feature it read much less elegantly, just to appease people who can't read the reminder text of cycling.
    Posted in: Custom Card Creation
  • posted a message on Mechanic: Fatigue
    Quote from void_nothing »
    I really like fatigue in that it's "not really a drawback mechanic" because it's a cost. It's just another way to pay, in essence. What I don't like about it is sort of logistical - it seems like it could lead to big piles of counters spilling all over or a bunch of dice on the table. Similar concerns have been lodged at shrink in the Legends 2 project myself and others have been working on, but shrink results in a static number of counters that doesn't grow.
    It prevents you from using +1/+1 counters in the set, that's for sure!

    Quote from user_938036 »
    Quote from Apoquallyp »
    current version:

    T, Fatigue 2: Draw a card. (Pay 1 for each fatigue counter on this creature, then put two fatigue counters on it.)

    This version also doesn't increase the cost of other activated abilities the creature might get, which is relevant in the set.

    What do you guys think?
    If you are granting abilities without fatigue then you are going to run into the same problem that had you make fatigue then unless the rules text is significantly different from the reminder text they do increase the cost. As written Fatigue N is a cost of X, where X is the number of Fatigue counters, and then placing N counters on the permanent. You have linked the cost to the counters, and they all use the same counters so they will all add to the cost.
    With the last change, I removed the rules meaning of the fatigue counters. Rather, when Fatigue appears in the cost it references the number of fatigue counters on the creature. Thus, abilities without Fatigue in the cost aren't affected.
    Posted in: Custom Card Creation
  • posted a message on Mechanic: Fatigue
    While designing my Shandalar set, I ran into some seemingly insurmountable problems. The set invokes a magecraft theme with a heavy focus on activated abilities, particular T-abilities. This is seen in the ability word "Wizardry" - Whenever you tap a creature to activate an ability, [...].

    The gameplay should evoke "Wizards flinging spells at each other," but any effect that you put on a tap ability risks leading to a repetitive gamestate, or a lock-down situation for one player, unless the effect is miniscule. All solutions I could come up with where inelegant until now.

    But recently, I came up with a mechanic that could fix the problem while making no losses in other areas, except that it adds further complexity.

    Fatigue N (Then put N fatigue counters on this creature. Its activated abilities cost 1 more to activate for each fatigue counter on it.)

    Example:
    T: Draw a card. Fatigue 2.

    This was the original version. Since then, we've discussed that the fatigue should appear in the cost, so we changed it to:

    X , T: Draw a card. X is the number of fatigue counters on this creature. Then put two fatigue counters on it.

    We all agreed that this is rather inelegant, so we ended up with the current version:

    T, Fatigue 2: Draw a card. (Pay 1 for each fatigue counter on this creature, then put two fatigue counters on it.)

    This version also doesn't increase the cost of other activated abilities the creature might get, which is relevant in the set.

    What do you guys think?

    -----------------------------------------

    Disciple of Freyalise 1G
    Creature - Elf Druid (C)
    T, Fatigue 1: Add one mana of any color to your mana pool. (Pay 1 for each fatigue counter on this creature, then put a fatigue counter on it.)
    2/1

    Cowry Seer 1U
    Creature - Merfolk Wizard (U)
    T, Fatigue 1: Scry 1. (Pay 1 for each fatigue counter on this creature, then put a fatigue counter on it.)
    T, Fatigue 3: Draw a card.
    1/3

    Crimson Prodigy 1R
    Creature - Human Shaman (R)
    XR, T, Fatigue X: Crimson Prodigy deals X damage to target creature or player. (Pay 1 for each fatigue counter on this creature, then put X fatigue counters on it.)
    2/1

    Tavern Maiden 2G
    Creature - Elf (U)
    When Tavern Maiden enters the battlefield, remove all fatigue counters from all creatures you control.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Oketra - White God via Wired.it
    I will deny the existence of the new Gods, just like some people deny the existence of the new Star Wars movies.
    Posted in: The Rumor Mill
  • posted a message on Mothership Spoilers 4/5 - Gideon of the Trials + Trials/Cartouches
    Quote from FearDReaper »
    Quote from Apoquallyp »
    Gideon now becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker and all damage dealt to him is prevented instead of a 5/5 Human Soldier creature with indestructible that's still a planeswalker and all damage dealt to him is prevented.

    Glad to see they still come up with innovative ideas Thumbs Up
    On the other hand I appreciate the consistancy and the allowing of a similar ability to be used at different points on the mana curve. In modern I like playing smallpox and a 3cmc Gideon is a lot more appealing to me than a 4 CMC Gideon because 4cmc is very expensive for smallpox decks.

    I don't mind that Gideon keeps getting the animate ability. But how about some variation to it? Flying, lifelink, or double strike? More powerful but on a minus ability? Permanent animation as an ultimate? I'll take anything.
    Posted in: The Rumor Mill
  • posted a message on Mothership Spoilers 4/5 - Gideon of the Trials + Trials/Cartouches
    Gideon now becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker and all damage dealt to him is prevented instead of a 5/5 Human Soldier creature with indestructible that's still a planeswalker and all damage dealt to him is prevented.

    Glad to see they still come up with innovative ideas Thumbs Up
    Posted in: The Rumor Mill
  • posted a message on All Invocations March 28th
    If they had at least commissioned heavily stylized artworks for them that fit the style of the frame, these invocations would be passable. But these realistic, lots of lighting effect-using, digital artworks makes the composition look completely off.
    Posted in: The Rumor Mill
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    Let's make Remember the Fallen an uncommon then and introduce another synergy card, something similar to Ironclad Slayer, at common.

    Sorry for the slow response. Please don't think that I don't appreciate your feedback. I'm currently finishing the last bits of my studies, and then I'll have some more content updates.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    I don't understand why you would say that artifact recursion doesn't fit the Equipment theme when that theme is about Equipments sacrificing themselves with Talisman. Equipments don't stay on the board for very long, so cards like Militant Inquisitor are very anti-synergistic with them. Graveyard recursion encourages a proactive playstyle and to play the Equipments in the way they are meant to be played.

    It seems to me like a lot of discussions I have, or discussion on the CCC forum that I read, are of the form:
    "X doesn't get Y very often."
    "Yes, but here, here, and here, X got Y."
    "These are exceptions. They had a very good reason to do it."

    "I have a very good reason to do it."
    "Your reason isn't valid."

    (read with or without the grayed-out part.) For example, long after I established that Iamur is a waterworld, my playgroup complain when I show them non-blue Merfolk, or demand that every sea creature gets Islandwalk, failing to realize that in a waterworld, not everything that's associated with water can just automatically be blue. Yet, no one expressed those complaints when Wizards moved traditionally black creature types away from black for the horror-setting of Innistrad.

    I'm maybe more liberal with design constraints than the average designer here, but I don't feel like I'm ever moving into completely unreasonable territory. Discussing the amount of artifact theme you need before white can get artifact recursion is splitting hairs to me. I think that Remember the Fallen would play very well in the set, and is, in my book, still on the verge of white's color pie. Putting it at uncommon is a different story. I can see the argument here, and it's probably something that I will do.

    -------------

    The question remains, which color combination should get the Equipment theme. Before that's decided, mapping out the archetypes by color combination would be useful:

    (W/U) Equipments?
    (U/B) Feed Ramp
    (B/R) Color-Change Lightless
    (R/G) "Death Metal" (aggressive Melody)
    (G/W) Seahorses?
    (W/B) Color-Change Lightless?
    (U/R) Dive
    (B/G) Melody/Feed Ramp
    (R/W) Tokens
    (G/U) Melody Ramp
    Posted in: Custom Set Creation and Discussion
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    Quote from Circeus »
    I think the card is fine as far as the color pie is concerned. Not sure if it wants to be an uncommon draft-around, though it can most likely go just fine at either rarity. Also unsure if you can put enough artifacts to justify it (it's not like Iamur is conducive to artifact tokens...).

    Uncommon build-around cards tend to give you a higher pay-off, so I think common is appropriate. The archetype I'm trying to push is an Equipment-based WU deck. Since the Equipments sacrifice themselves through Talisman, I think a recursion theme makes a lot of sense.

    The "whenever an artifact enters the battlefield" clause doesn't fit that well though. You'll probably still never draft more than 5 Equipments, so the effect is very weak.

    Quote from Circeus »
    Clearly you intend to have an artifact matter theme in some colors. W/U seems a very strange place to do so if the intended approach is graveyard recursion (instead of using effects along the lines of Esperzoa, Retract, Ghostly Flicker and Kor Skyfisher).

    Why do you think white doesn't fit for graveyard recursion? Isn't white the primary color that gets to recur artifacts? I can't think of a mono-blue card that returns artifacts from the graveyard. When I think about it more, it doesn't make much sense that blue is the second color for this theme. You need some beefy creatures so that the Talisman Equipments can do some work, so green would be the better color to pair it with.

    Quote from Circeus »
    Merfolk Archeodweller 3WU
    Creature — Merfolk Wizard (U)
    Vigilance
    When ~ enters the battlefield, you may return target artifact, sorcery or instant card from your graveyard to your hand.
    2/2

    I like this card, but I'm not planning to have multicolor cards at common or uncommon (hybrid cards instead). Maybe it could be blue/red hybrid because both colors can recur those things, for artifacts at least tertiary.

    Quote from Circeus »
    Kick Booster 1 mana
    Artifact — Equipment (C/U)
    Sacrifice ~: Equipped creature gets +2/+2 and gains flying UEOT.
    Whenever a creature you control becomes equipped, you may return ~ fro your graveyard to your hand.
    Equip 2 mana

    An Equipment that gets better if you play even more Equipments sounds interesting. There's no flying in the set, though.

    Quote from Circeus »
    Amnesia Extractor 2 mana
    Artifact (U)
    1U, tap symbol , Sacrifice ~: Target oayer puts the top two cards of their library into their graveyard.
    At the beginning of your upkeep, if an opponent has more than <number> cards in their graveyard, you may return ~ from your graveyard to your hand.

    I have just a very basic card in the file, that also enables the recursion theme:

    Chest of Wonders 1 mana
    Artifact (C)
    1, T, Sacrifice Chest of Wonders: Scry 2, then draw a card.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    Again, I want to have the flavor text stand on its own. Someone reading the card shouldn't say "Oh, exile a creature or planeswalker. That's a pretty powerful effect. What's the flavor? Someone got a sunburn, that's all?"

    I think as long as it says that she was dying, not that she actually did, it's fine.

    So, I changed it to: "[...] only to face death, withering in the heat of the undamped sun."


    Another thing I'd like your input on:

    Gemseeker 2U
    Creature - Merfolk Scout (C)
    Whenever an artifact enters the battlefield under your control, put a +1/+1 counter on Gemseeker.
    2/2

    Exported this card one-to-one from original Iamur. Is this card fine in blue or are the +1/+1 counters too unblue?
    Posted in: Custom Set Creation and Discussion
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    Quote from Circeus »
    Journey's End 's flavor text seems pretty misleading, since Kayisha clearly didn't die.

    Is the use of a gerund form more ambiguous? "Kayisha traversed the barrier that separates her realm from the Overworld, only to end up withering and dying in the heat of the undamped sun." I don't want to take away from the flavor of the card when it stands on its own.

    Quote from Circeus »
    Also, did you get any feedback on dive? I've been curious about that.

    Our Commander round was a bit overshadowed by rants that we're actually playing Archenemy instead of Commander, so it fell a bit flat. But I still presented someone with an adjusted wording:

    Dive {cost} ({cost}, T: Exile this creature and all permanents attached to it. They return to the battlefield as you attack or block with this creature from exile. Dive only as a sorcery.)

    He needed some time to wrap his head around the idea that you can block with a creature from exile. He declared a diver as an attacker correctly when I presented him with a simple scenario, and also managed to block correctly. When I asked him whether or not he thinks that you can block with a dive creature that's under an Oblivion Ring, he answered no. He noted that he liked the flavor, but appeared to be still somewhat uncomfortable with the idea of attacking or blocking from exile.

    I wanted to ask more people on Tuesday, but I was lazy and forgot.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    Kayisha's Journey

    Escorted by Turtles 1G
    Instant (C)
    Up to two target creatures each gain indestructible until end of turn.
    With such a faithful protector by her side, Kayisha felt confident to venture further out into the sea - much further.

    Ship Graveyard
    Land (R)
    T: Add C to your mana pool.
    4, T, Sacrifice Ship Graveyard: Put a 2/2 black Zombie Pirate creature token onto the battlefield tapped for each artifact card in your graveyard.
    "Why are we drawn to this place? Is it the treasure or the curse? Are they the same after all?"
    -Kayisha


    Price of Neglect 1B
    Instant (U)
    Destroy target creature that entered the battlefield this turn.
    In that moment, Kayisha knew that her journey had come to an end. But in reality, it was just about to begin.

    Journey's End 1BB
    Sorcery (R)
    Exile target creature or planeswalker.
    Kayisha traversed the barrier that separates her realm from the Overworld, only to wither and die in the heat of the undamped sun.

    Romantic Rescue W
    Instant (C)
    Return target creature you control to its owner's hand. You gain life equal to its toughness.
    "Well, Kayisha, you are quite an unlikely catch!"

    Mastery of the Sea 1(G/U)
    Sorcery (C)
    Look at the top five cards of your library. You may reveal a land and/or a Kraken, Leviathan, Octopus, or Serpent creature card from among them and put those cards into your hand. Put the rest on the bottom of your library in any order.
    "You revere the gods of the deep? Do you not know of all the fear and anguish they have caused?"
    -Kayisha


    Kayisha, the Land-Dweller 2GG
    Planeswalker — Kayisha (M)
    +1: Look at the top card of your library. You may put it on the bottom of your library. If it's a land card, you may put it onto the battlefield tapped.
    -2: Put two 1/1 green Nymph Druid creature tokens onto the battlefield. They have “T: Add R, G, or W to your mana pool.”
    -6: You get an emblem with "Creature spells you cast can’t be countered" and "Creatures you control have vigilance and indestructible."
    {3}
    Posted in: Custom Set Creation and Discussion
  • posted a message on [IMR] Iamur Reimagined (~125/250) — In Design
    I will show Dive to someone tomorrow at our Commander session. Whether or not he understands what it is supposed to do will determine whether or not I will keep the mechanic.
    Posted in: Custom Set Creation and Discussion
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