Post by crazycombatcarl on Aug 13, 2018 1:22:03 GMT
I'm in the process of designing a cube. One of the themes is morph, and I wanted to add another dynamic too morph cards. So I wanted some outside thoughts on two cycles of cards I had come up with both at uncommon and rare. Some of the uncommons I feel may be too strong for an uncommon. Also, a major theme for my cube is heroes vs. villains, so if you know of any names or events from comic books or major movie culture that would fit this effects that would be assume too.
Post by ameisenmeister on Dec 14, 2018 22:27:02 GMT
Well, almost all these cards look way too powerful for an actual magic set but if you're designing a cube maybe that's no problem. All I can say for sure is that the white rare is missing a word in its text box and the black rare has a typo: it's "loses" instead of "losses".
Post by Jéské Couriano on Dec 14, 2018 22:50:16 GMT
First, a reword:
Trap <foo> (You may cast this card facedown as a 2/2 creature for . While facedown, you may exile this card faceup and cast it for its Trap cost.)
Second, this way seems like it would open more design space for Traps as a whole (MaRo's on the record saying that Traps' biggest impediment to returning is their narrow design space, which this sidesteps).
I have some concerns here about the power level, but they're minor: This mechanic seems built to basically chump-block and then counter with a spell. And as with all Morph-related mechanics it needs some support.