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Post by Jéské Couriano on Mar 11, 2020 18:57:39 GMT
You never assume, in a set where there are multiple factions, that games are going to solely be between opposing factions. Especially so if one faction blows the other out of the water.
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dopler64
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Post by dopler64 on Mar 11, 2020 21:30:34 GMT
That is a very good point. I think after all this discussion, it might be better if I change Glory from a keyword into a pseudo/ability word along the lines of:
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dopler64
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Post by dopler64 on Mar 12, 2020 17:38:22 GMT
I really appreciate all your input Jéské Couriano I have several more card and mechanic designs that I would love help on, so I thought I'd let you choose one — - A new Blue-Black mechanic
- A Legendary Blue-Black creature
- A Legendary Green-White creature
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
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Post by thaneofglamis on Mar 12, 2020 18:36:38 GMT
What do you want the mechanic and creatures to do? Are they more top down or bottom up?
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dopler64
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Post by dopler64 on Mar 12, 2020 19:16:33 GMT
A little bit of a mix, as far as top-down/bottom-up is concerned. I have rough drafts of cards for each of the 3 I mentioned, I just wanted to tackle them one at a time, rather than posting them all at once.
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Post by Jéské Couriano on Mar 12, 2020 19:35:52 GMT
I want to see the mechanic first.
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dopler64
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Post by dopler64 on Mar 12, 2020 21:55:43 GMT
Alrighty! Because of the recent push to standardize certain secondary resources through the implementation of "Predefined Tokens" such as Food and Gold, I thought it would be reasonable to create a mechanic designed specifically to interact with these resources. Theme-wise, this set is all about a conflict between two groups over natural and supernatural resources, so I thought it would be interesting to have one side able to easily gather resources, with the other side struggling and resorting to stealing. This leads me to the mechanic, which is a new Blue/Black Keyword that would be templated as follows: {The Mechanic}Steal 1 (Gain control of one non-creature artifact token an opponent controls.) What do you think?
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Post by ameisenmeister on Mar 12, 2020 21:58:44 GMT
Alrighty! Because of the recent push to standardize certain secondary resources through the implementation of "Predefined Tokens" such as Food and Gold, I thought it would be reasonable to create a mechanic designed specifically to interact with these resources. Theme-wise, this set is all about a conflict between two groups over natural and supernatural resources, so I thought it would be interesting to have one side able to easily gather resources, with the other side struggling and resorting to stealing. This leads me to the mechanic, which is a new Blue/Black Keyword that would be templated as follows: {The Mechanic}Steal 1 (Gain control of one non-creature artifact token an opponent controls.) What do you think? Not a good idea for me because: 1. it's very dependant on the environment it's played in. A mechanic like this will likely only see play in its respective set and nowhere else. 2. it's also very dependant on your opponent. Even within this mechanic's set, you might just not happen to play against an opponent who runs non-creature artifact tokens.
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dopler64
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Post by dopler64 on Mar 12, 2020 22:12:18 GMT
I understand your concerns. However, since 2019, three different token types have been classified as "Predefined Tokens". While this could simply be a way to shorten a few cards, it would surprise me if this isn't a sign that Wizard's is planning on using these tokens more regularly, making them deciduous or maybe even evergreen. Regardless, I think that within my set there is enough token creation for this mechanic to at least work at the draft level.
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Post by ZephyrPhantom on Mar 13, 2020 1:58:55 GMT
Steal definitely feels like a mechanic that could fit in a cube just fine. Just make two of the other major archetypes something like Food or Treasure and you're good to go.
It shouldn't be the main mechanic of a set, but it could definitely be one of the supporting mechanics - think along the lines of how Meld was just a 6 card experiment in Eldritch Moon to support the more general transform themes of Innistrad.
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dopler64
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Post by dopler64 on Mar 13, 2020 2:34:32 GMT
Absolutely! I think it will work well as a sort of sub-theme, like food was in Eldrain.
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dopler64
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Post by dopler64 on Mar 13, 2020 2:39:34 GMT
The most basic card I had in mind for the mechanic is:
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Post by Jéské Couriano on Mar 13, 2020 21:01:06 GMT
The problem with tokens that are not creature tokens is that, in a vacuum, they do little. They generally require cards that care about them in the set, which in turn leads to A/B design (which MaRo discussed when Storm Scaling Zendikar and Zendikar Redux blocks).
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dopler64
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Post by dopler64 on Mar 14, 2020 0:09:10 GMT
That is true, but Throne of Eldrain has shown us that Wizards is willing to push into that territory if it suits the theme. Non-creature tokens may not yet be common enough to stand on their own, but that's because they are just now entering common use. Imagine showing Illness in the Ranks to someone who had only played Alpha.
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Post by hydraheadhunter on Apr 25, 2020 17:25:38 GMT
So a whole two years back I posted a different version of this card, and I wanted to revisit it and get opinions on the new design which I hope is a bit cleaner at least on the card face and the keywords I used to clean it up. It is a bit differently mechanically from the original, but it's about the same in terms of the game plan it pushes you towards. There are a pair of keywords to explain. If you printed reminder text for Multiplicity X, it'd be a bit of a monster because it's what I hope is a really really robust modification to the legend rule in general. To summerize it, you can control up to X legendary permanents with that name before you have to start sacrificing à la the legend rule, you only sacrifice to the legend rule until it is no longer being violated, and you may have upto X copies of the card in your deck if X is greater than the typical format limit. {"Multiplicity X and it's nitty gritty rules for rules nerds and rules lawyers"}
Reminder text for the keyword: Multiplicity <number> (The legend rule do not apply to LEGENDNAME unless you control more than english_number(param1) legendary permanents with its name. A deck may any number of cards named CARDNAME, up to the format's limit or english_number(param1)), whichever is greater.
Additional rulings
1. All cards without a printed multiplicity are implied to have Multiplicity 1, which will not be stated in the oracle text.
2. All tokens without a printed multiplicity are implied to have Multiplicity 1, which will not be stated in the oracle text.
3. If a effect increases the multiplicity of a card or permanent by an amount X and that card or permanent has no stated multiplicity, the end result is that card or permanent having Multiplicity X plus one.
4. A card's or permanent's multiplicity cannot be reduced below one.
5. When the legend rule is applied to legendary permanents with Multiplicity X, that player chooses X of those permanents and sacrifices the rest.
6. If two legendary permanents with different multiplicities share the same name, the legend rule applies at the lower number until that lower number is gone. Eg, if you have a Legendary Creature named kevin with multiplicity 3 and six Legendary Creatures named kevin with multiplicity seven, you would choose 3 to keep and sacrifice the rest in a layered order (they happen without priority changing hands but in an order), but you would stop sacrificing them whenever the legend rule was no longer being violated (if the M3 permanent is sacrificed immediately, then it is the only permanent that needs sacrificed, but if it is not, then more permanents are sacrificed until M3 is satisfied or M3 is gone. Then the rest of the game resumes noting all the sacrificies as having happened at once.
7. Changing a cards multiplicity does not persist between games nor matches. Changing a cards multiplicity with an in game effect has no effect on deck building.
8. If a card is restricted, or banned or otherwise illegal in a format, the second part of of the multiplicity reminder text does not override that format's specific restriction or illegality.
Partners with itself hopefully more straight forward. It's the basic partner mechanic (no tutor effect) except you can only have two commanders if both commanders are a copy of this card. {"Previous Version"} So, I had the idea of taking the core copy spell mechanic of "Riku of Two Reflections" and the multiple legends with the same name aspect of the forgotten "Brothers Yamazaki" and make a single card that did something interesting in that design space. So, I made this. Riku from the Seven Mirrors Legendary Creature -- Illusion Wizard If you control seven or fewer cards named ~, the legend rule does not apply to them. ~ Power and toughness are both equal to the number of permanents you control which share a name with it plus 1. Whenever you cast a spell, if you control seven or more legendary permanents, copy that spell. You may choose new targets for the copy. : Create a token that is a copy of ~. *+1/*+1
The idea is it'll take a lot of effort to turn it on, especially using just the ability on the card (42 mana). But that cost comes down with clones and other cheap legendaries like legendary lands (dark depths, etc) and legendary one drops and two drops. Then when you do get it turned on, the amount of cheating you did diminishes its effectiveness imagine having one trigger vs having two, then try to imagine seven free copies of your X spell. I know that's potent, but again it'll take a lot to turn it on, and it's super vulnerable to early removal. The one thing I'm not sure I like is the second clause. I like the idea of him getting bigger as there are more of him, but it makes the textbox crowded. Removing it also gives me room for a snippet of flavor text ("Twins you say?" Count again.). Thoughts?
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inferno390
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Post by inferno390 on Apr 25, 2020 19:14:01 GMT
I like the concept of Multiplicity. It's wording is complicated, but the idea itself is very intuitive.
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leiftheexplorer
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Post by leiftheexplorer on Jul 30, 2020 0:00:07 GMT
Questions on two cards. First, trying to create an undercosted CMC 1 white legendary. I wanted to see if this cost in conjunction with this effect is balanced. I'm trying to go for a sort of White Knight Traxos card, but cheaper and less oppressive, designed to be played lower to the ground in an artifacts/enchantments matter deck. {Card 1 - Undercosted Restrictive Legendary}
The Third Eldest Legendary Creature - Human Knight The Third Eldest doesn’t untap during your untap step. Whenever an artifact or enchantment enters the battlefield under your control, untap The Third Eldest. 3/3 Rarity - Rare
Is this too strong for one mana? If upped to two mana, what would the consecutive buff be, since at that point it's basically an artifact/enchantment matters [[Famished Paladin]], and the Paladin has the advantage of having more support within white to untap in addition to being stackable since nonlegendary. If kept at one mana, what additional restrictions would you provide, if any? {Card 2 - "One Time" White Draw}
Remember The Fallen Sorcery Exile your graveyard. For each creature card exiled in this way, draw a card. Rarity - Uncommon
I felt like this would be something white could really use, and makes sense thematically. It gets around being abused by graveyard decks, since it does something they do not like by exiling their graveyard. Thoughts on this?
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Post by fluffydeathbringer on Jul 30, 2020 8:25:09 GMT
Questions on two cards. First, trying to create an undercosted CMC 1 white legendary. I wanted to see if this cost in conjunction with this effect is balanced. I'm trying to go for a sort of White Knight Traxos card, but cheaper and less oppressive, designed to be played lower to the ground in an artifacts/enchantments matter deck. {Card 1 - Undercosted Restrictive Legendary}
The Third Eldest Legendary Creature - Human Knight The Third Eldest doesn’t untap during your untap step. Whenever an artifact or enchantment enters the battlefield under your control, untap The Third Eldest. 3/3 Rarity - Rare
Is this too strong for one mana? If upped to two mana, what would the consecutive buff be, since at that point it's basically an artifact/enchantment matters [[Famished Paladin]], and the Paladin has the advantage of having more support within white to untap in addition to being stackable since nonlegendary. If kept at one mana, what additional restrictions would you provide, if any? {Card 2 - "One Time" White Draw}
Remember The Fallen Sorcery Exile your graveyard. For each creature card exiled in this way, draw a card. Rarity - Uncommon
I felt like this would be something white could really use, and makes sense thematically. It gets around being abused by graveyard decks, since it does something they do not like by exiling their graveyard. Thoughts on this? considering isamaru, third eldest is fine
remember the fallen already exists and this has too high a ceiling to be okay either in white or with that cmc, white's card draw has pretty consistently been several single draws over time over oneshot big draws (mentor of the meek, sram, mangara, puresteel paladin)
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leiftheexplorer
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Post by leiftheexplorer on Jul 30, 2020 20:05:00 GMT
Very nice. Would you add anything more to it if you'd say its underpowered/not strong enough to see play in a constructed format (not commander, I know its a different ball park. He would probably be good for a Voltron shell though), or would you say its fair/pushing what's allowable? Fair. How about this instead? {Card - Situational White Graveyard Draw} Prayer for the Fallen Enchantment At the beginning of your end step, you may pay . If you do, exile target creature card from your graveyard and draw a card. Rarity - Uncommon Like you said, whites draws are less one shot and more consistent over time. This option reorients it in that direction and also increases the cost.
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Post by kongu2910 on Jul 31, 2020 1:31:14 GMT
Looking for some feedback on a few mechanics I've developed for a faction-based set.
Red/Blue Dragon Faction Very much a combat-based faction. Their mechanic is Pride N (When this creature destroys another creature, put N +1/+0 counters on it.)
Green/White Cleric Faction Bountiful (Tap: Target land that shares a color with this permanent gives double mana when tapped until end of turn.)
Black/Red Mercenary Faction Servitude N (Sacrifice this permanent: Destroy target creature with converted mana cost N, then create a 0/0 red and black Human Soldier token with N +1/+1 counters on it.)
Blue/White Wizard Faction Quicksilver [cost] ([cost]: This permanent gains hexproof from chosen color until end of turn.)
Black/Green Undead Faction Flavour for this one is that they're a cult of Osiris priests. Their mechanic is Mummify (When this creature is destroyed, create a token that is a copy of this creature except that it is a black and green Zombie and has a deathtouch counter.)
Honestly, the only one I'm not sure about is Pride, mainly because I don't know if it's a color break or not, and because it uses +1/+0 counters, and I'm not sure what the convention on that is.
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thaneofglamis
8/8 Octopus
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Post by thaneofglamis on Jul 31, 2020 1:50:13 GMT
-You're right about Pride - blue rarely cares about killing things, so using the Sengir Vampire effect is weird in that color, although it makes a little more sense in red. Also, official cards don't use +1/+0 counters anymore, but I think it works fine as long as there aren't a lot of +1/+1 counters also in the set. -Lands are all colorless, so for Bountiful you'd have to mention the colors of mana the land could produce. Also, the effect will generally be the same as just tapping the creature for one mana. -Servitude is cool, but is there any reason why the token isn't a Mercenary? -Quicksilver is cool. -Mummify would have to trigger only if it isn't a token, doesn't have a counter on it, or something like that, or it'll trigger multiple times.
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Post by ameisenmeister on Jul 31, 2020 16:29:06 GMT
Pride - I don't think that there's an inherent problem with +1/+0 counters but I wouldn't use them and +1/+1 counters in the same set. So you should perhaps change the black-red mechanic. Also, creatures don't destroy other creatures. It's just not a clear term for anything and will likely have a lot of rules issues attached. What happens when two creatures block one and kill it? Did both creatures "destroy" the other creature? What happens if I have a prodigal sorcerer like creature that taps for damage? Does that count? I also agree with thaneofglamis that it's not blue flavorwise.
Bountiful - Thaneofglamis already pointed out the flaws of this mechanic. (doesn't work as lands are colorless & is basically the same as just " : Add mana."
Servitude - The mechanic works within the rules but will likely lead to unfun gameplay. A lot of permanents with this on the field will likely stop your opponent from playing anything, especially when they are inexperienced players, because they know that their stuff will get destroyed and will create a token for you too. Adding the problem with the two different types of counters and the fact that removal as a keyword will be very hard to balance make this mechanic very problematic.
Quicksilver - I disagree with Thaneofglamis on this one, I don't think it's cool. The hexproof from a chosen color is irrelevant in 95 % of cases and could just be regular hexproof. How often will your opponent have two removal spells with different colors that they can both cast in the same turn? Oh, and even then you can simply activate Quicksilver again to protect your permanent from the new color. So what remains is a keyword that says "[cost]: This gains hexproof ueot." Pretty boring and also not a fun mechanic to have. Your opponent will never play a removal spell if you have enough mana to activate the ability, making the game less interactive. You, on the other hand, are kind of forced to keep mana open all the time to protect your creatures, making the game slower and less exciting.
Mummify - The machanic is okay but why didn't you just use the already existing embalm? Mummify seems to be basically the same and even the flavor would fit.
Sorry if I'm being too harsh here. If you want to change your mechanics I'd be glad to help. Just message me.
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Post by kongu2910 on Jul 31, 2020 23:17:24 GMT
Nah, I appreciate the criticism. I'm pretty new to the custom MTG thing, and I could use as much help as I need.
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Dravos Argentium
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Post by Dravos Argentium on Aug 1, 2020 7:36:28 GMT
I really don't know how to evaluate this thing. I think I might've gotten it balanced, but I'd like as many eyes on it as possible.
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jverse
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Post by jverse on Aug 2, 2020 3:55:24 GMT
I don't think it's particularly balanced yet. Dropping this thing for UUU - assuming you can even do so on turn three with the tight mana requirement - is woefully underwhelming and would put you significantly behind. Then you have to keep it on the board for four more turns with equally uninspiring results (since the scry comes in AFTER your draw step). IF you get the payoff on turn seven, it's a crappy omnipotence that only lasts a turn. You'd really need a minor miracle to have the cards and board state you need at that time to go off and win the game, depending on what your wincon is.
I like the idea of a saga that builds up to an explosive free spell turn, but I think the initial cost, number of chapters, and early chapter value need to be adjusted. What about if you scry X, where X is the number of lore counters on it, with an initial cost of U or 1U (or even UU if you want)? That would really wind up the power of this thing, allowing you to prep for a really strong turn with just one or two draw spells during the final chapter's payoff.
Sorry if that was a bit brutal. I like the art!
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dopler64
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Post by dopler64 on Sept 16, 2020 4:06:42 GMT
Well now that the dang Wizards of the Coast have announced that they are finally doing the dang Kaldheim set I suppose I should get a move on to finish up my version before they finish theirs. Originally I had designed an overcomplicated, overpowered keyword mechanic to represent the idea of berzerker rage. Thanks to this thread helping me simplify my "glory" mechanic, I decided to simplify berzerk as well, and simply fold it into a conceptual subset of glory. What do y'all think of this? {NEW CARD!}
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Post by vorinclex on Sept 25, 2020 14:55:25 GMT
I am doing a big set of cards so it's difficult to have a good feeling about every cards. Since the more opinion the better, I have selected 5 cards :
- Summon Private Squad : I would really like a card with this kind of effect but I feel XX is too expensive too fast and I can't find balance with only one X in the price.
- Ok. : The mana costs cannot be changed (it's part of a cycle). Do you feel it would be playable? (even if it's a meme card)
- The other 3 : I either feel they are useless or broken with no inbetween.
(The rarities are irrelevant in my set so don't look into them)
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Post by ameisenmeister on Sept 25, 2020 17:35:17 GMT
Some thoughts on your cards. This is almost a colorshifted version of Gelatinous Genesis except that the tokens get weaker over time. Probably fine. I think the idea is good but the fact that this card will, in not just a few cases, do absolutely nothing because there just never are three or more spell on the stack is troublesome. Maybe just do an end the turn with the cost reduction if there are a certain number of spells on the stack?
So first, the creature type monster is not a supported creature type and probably not distinct enough to justify its existence. Also, phasing is something that should be used with a lot of care. A lot of players don't know what it is and the rules issues with it are huge. Furthermore, wotc has stepped away from creating (or reprinting) drawback-keywords. Personally, I like phasing and would like to see it return in some way but I understand why wotc will likely not do that. Okay, I know that 8 mana is a lot but casting every instant and sorcery again for free is a hell of an effect. Mizzix' Mastery basically does the same so I guess you are in safe territory here. But what's about this creature type? Psychic? Really? A good defensive creature I suppose. It might just trigger etb and death triggers a little too much for a common, though.
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Post by vorinclex on Sept 25, 2020 18:23:55 GMT
Thank you, I didn't know about Gelatinous Genesis, I will rework the white card with that knowledge.
Your feedback was overall very usefull and I am more confident on these after tweeking them.
About the strange types :
It's a set based on One Punch Man so I added some unique types (monster, psychic, alien, tanktopper) and even some joke ones (Cyclist).
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Post by ameisenmeister on Sept 25, 2020 19:20:25 GMT
Ah, I see. Never heard of One Punch Man but if Monsters and Psychics make sense in your set then go for it.
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