harrowed777
1/1 Squirrel
Posts: 69
Set Hub: Harrowed777's Set Hub
Formerly Known As: OCB777
Favorite Card: Alexander Clamilton
Favorite Set: Horrors of Nocturne
Color Alignment: White, Blue, Black
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Post by harrowed777 on Nov 3, 2020 9:00:15 GMT
Just trying to get the wording right on this card text: "Opponent’s creatures do not untap during their upkeep. During your upkeep opponents may pay to untap a creature, any number of times." The idea is its a pseudo lockdown, but they can pay for each creature to untap it.
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Post by Aarhg on Nov 3, 2020 14:56:46 GMT
Just trying to get the wording right on this card text: "Opponent’s creatures do not untap during their upkeep. During your upkeep opponents may pay to untap a creature, any number of times." The idea is its a pseudo lockdown, but they can pay for each creature to untap it. "Creatures your opponents control don't untap during their controllers' untap step. At the beginning of your upkeep, each opponent may pay any amount of . If they do, they may untap up to that many creatures they control." I don't think this is completely correct, but it's my best guess at the moment.
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harrowed777
1/1 Squirrel
Posts: 69
Set Hub: Harrowed777's Set Hub
Formerly Known As: OCB777
Favorite Card: Alexander Clamilton
Favorite Set: Horrors of Nocturne
Color Alignment: White, Blue, Black
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Post by harrowed777 on Nov 10, 2020 6:52:48 GMT
"First strike "If CARDNAME is blocked, and the blocking creature dies before dealing combat damage, untap CARDNAME."
Is there a better way to word this?
And Another: "Discard your hand. search your deck for an equal number of cards as the number of cards discarded. They are now your hand."
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Richy
0/0 Germ
Posts: 28
Favorite Card: Boldwyr Intimidator
Color Alignment: Blue, Red
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Post by Richy on Nov 10, 2020 13:36:28 GMT
"First strike "If CARDNAME is blocked, and the blocking creature dies before dealing combat damage, untap CARDNAME." Is there a better way to word this? And Another: "Discard your hand. search your deck for an equal number of cards as the number of cards discarded. They are now your hand." Not sure about the first, but for the second: "Discard your hand. For each card you discarded this way, search your library for a card and put that card into your hand. Then shuffle your library."
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Post by SilentKobold on Nov 11, 2020 21:40:19 GMT
"First strike "If CARDNAME is blocked, and the blocking creature dies before dealing combat damage, untap CARDNAME." Is there a better way to word this? And Another: "Discard your hand. search your deck for an equal number of cards as the number of cards discarded. They are now your hand." FirstFirst Strike Whenever a blocking creature dealt combat damage by ~ dies, if that create hasn't dealt combat damage this combat, untap ~.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Nov 25, 2020 5:15:29 GMT
Looking for some specific card feedback for a set that is nearly complete. The set is based on Hindu mythology and has kind of an adventure theme where the main mechanics are discard based. I've also introduced a new batching word, "ancient" which includes artifacts, enchantments, and temples. Temples are a special land type I've been using for several sets on the same plane and function essentially like deserts. The following cards are designed for different archetypes, but I'm mainly wondering if the abilities are clear, balanced, interesting, and in colour. Any feedback is appreciated. I'm playing around with the idea of an enchantment that tutors for an ancient card as you cast it and then allows you to make use of your permanents in order to generate mana. This is meant to be a value engine that can combo with specific cards to potentially lead to a win very quickly. Treasure is also featured in the set, so this card would allow you to use two treasures as an extra source of mana without the need to sacrifice them. The set has a very minor artifact creature archetype that could work with maybe four or five other cards if put together in a deck. As this is a mythic, I want it to be a way to generate significant card advantage and mana that can snowball quickly if it isn't dealt with. I haven't been able to playtest this one much, but it seems interesting as it is. The cost is perhaps my biggest concern, but if anyone notices interactions that could make this immediately busted, let me know. This card features two custom mechanics, guardian and reincarnate. I've playtested reincarnate extensively over three sets so I know it's fun and pretty balanced. I'm less convinced about guardian, which is new for this set. For this particular card, however, I'm more interested in feedback on her activated ability. I was looking at the liege cycle from shadowmoor and wanted to reward players for having red and green creatures somehow (and reward you even more if you play gruul creatures that have both colours). Mill is the dimir mechanic of the set so I wanted a hate card in an enemy colour to shut it down. Khini is that card, and she also helps protect you from mono-black, which features extensive discard effects. Potentially you could also build a deck around discarding cards yourself in order to generate faeries, and that's where I think this one might be a bit busted. If you had a repeatable outlet to discard with, of which there are several in the set, you could potentially drop Khini and then unload your hand to make four or five faeries right away. Of course you'd be leaving yourself with an empty hand, but this could be possible as early as turn two and the opponent might have a hard time recovering at that point, especially with the life you'd be gaining. This card was made with a lot of flavor in mind. I imagined a maze that you would want to escape from, but it wouldn't be straightforward. When you finally "escape", you get to replace this land with another one, but it will cost you some life. It's actually pretty similar to a fetch land in the way it functions, but much less reliable. I'm worried that the life cost is too high and that you would never want to take the risk to use its ability. Another use for this card is to purposely mill yourself and not take the land option even if you find one. There are various reasons why you would want to do that, but the life cost is the still the largest issue. Any way I can make this card less painful while still keeping some type of scaling effect (obviously I could just have you pay a few life to activate the ability, but I wanted it to be higher the more you are willing to dig with X).
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Post by murder3 on Feb 4, 2021 1:07:11 GMT
Could somebody help me with some wording?
I want an ability to trigger X times, where x is the highest number of Scry you done in the turn.
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Post by hydraheadhunter on Feb 4, 2021 5:19:07 GMT
murder3 If you actually want the ability to trigger X times, that's not something you're going to be able to do with the current rules language for mage without some shenanagainery. But you can get similar results with "repeat this process X times," and "copy this ability X times." So you've: "Whenever this triggers, foo. Repeat this process X times, where X is [largest scry you did this turn (we'll get to how to word this one).]" This is a single ability on the stack and can be stifled. And you've: "Whenever this triggers, Whenever this triggers, if this ability is not a copy, copy it X times, where X is [...]. Then foo." This is multiple abilities on the stack and would need to be counterfluxed or better. The catch with both of these is that they foo X+1 times; maybe that's close enough to your request maybe it isn't. If it isn't, you can change X to X-1 in either of them, or change the "Then" in the copy option to "Otherwise." So you'd get "Whenever this triggers, if this ability is not a copy, copy it X times, where X is [...]. Otherwise foo."
Now, the hard part, decideding which scry you base your X value on. You'd probably end up with something like "Where X is the greatest value you've scry'd this turn."
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Feb 4, 2021 7:11:36 GMT
Maybe "where X is the greatest number of cards you scried this turn", or "where X is the greatest number of cards you looked at while scrying this turn". I thought Eligeth would help with the wording but he doesn't really.
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Post by murder3 on Feb 5, 2021 1:34:22 GMT
Ok, I guess I used the wrong word, sorry:S Let me copy my card text.
When Wintry Drake enters the battlefield, up to X target nonland permanent an opponent control, becomes frozen until Wintry Drake leaves the battlefield, X is equal as the highest number of scry you done this turn. (When a permanent becomes frozen, Wintry Drake deals 1 damage to it, tap it, it don’t untap during it’s controllers untap step and it lose all abilities.)
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Post by hydraheadhunter on Feb 5, 2021 15:04:18 GMT
Looking for some specific card feedback for a set that is nearly complete. The set is based on Hindu mythology and has kind of an adventure theme where the main mechanics are discard based. I've also introduced a new batching word, "ancient" which includes artifacts, enchantments, and temples. Temples are a special land type I've been using for several sets on the same plane and function essentially like deserts. The following cards are designed for different archetypes, but I'm mainly wondering if the abilities are clear, balanced, interesting, and in colour. Any feedback is appreciated. I'm playing around with the idea of an enchantment that tutors for an ancient card as you cast it and then allows you to make use of your permanents in order to generate mana. This is meant to be a value engine that can combo with specific cards to potentially lead to a win very quickly. Treasure is also featured in the set, so this card would allow you to use two treasures as an extra source of mana without the need to sacrifice them. The set has a very minor artifact creature archetype that could work with maybe four or five other cards if put together in a deck. As this is a mythic, I want it to be a way to generate significant card advantage and mana that can snowball quickly if it isn't dealt with. I haven't been able to playtest this one much, but it seems interesting as it is. The cost is perhaps my biggest concern, but if anyone notices interactions that could make this immediately busted, let me know. This card features two custom mechanics, guardian and reincarnate. I've playtested reincarnate extensively over three sets so I know it's fun and pretty balanced. I'm less convinced about guardian, which is new for this set. For this particular card, however, I'm more interested in feedback on her activated ability. I was looking at the liege cycle from shadowmoor and wanted to reward players for having red and green creatures somehow (and reward you even more if you play gruul creatures that have both colours). Mill is the dimir mechanic of the set so I wanted a hate card in an enemy colour to shut it down. Khini is that card, and she also helps protect you from mono-black, which features extensive discard effects. Potentially you could also build a deck around discarding cards yourself in order to generate faeries, and that's where I think this one might be a bit busted. If you had a repeatable outlet to discard with, of which there are several in the set, you could potentially drop Khini and then unload your hand to make four or five faeries right away. Of course you'd be leaving yourself with an empty hand, but this could be possible as early as turn two and the opponent might have a hard time recovering at that point, especially with the life you'd be gaining. This card was made with a lot of flavor in mind. I imagined a maze that you would want to escape from, but it wouldn't be straightforward. When you finally "escape", you get to replace this land with another one, but it will cost you some life. It's actually pretty similar to a fetch land in the way it functions, but much less reliable. I'm worried that the life cost is too high and that you would never want to take the risk to use its ability. Another use for this card is to purposely mill yourself and not take the land option even if you find one. There are various reasons why you would want to do that, but the life cost is the still the largest issue. Any way I can make this card less painful while still keeping some type of scaling effect (obviously I could just have you pay a few life to activate the ability, but I wanted it to be higher the more you are willing to dig with X). No one replied to this yet, so I guess I'll give it a go: I like all these cards, and guardianship's nice, but Petrified Labrynth confuses me. If you have the mana to activate its ability for a decently-sized X, you likely don't need another land. It looks primarily like a self-mill engine meant to fill your graveyard with cards, but if that's it's primary function, it's way to conservatively costed. Glimpse the Unthinkable lets you mill ten with no downside at two mana, and it's considered one of the weaker cards for mill and self-mill strategies. Since I don't have the full context of your set, I can't say for sure, but you might have better luck turning it into a cracking self-mill land, eg "tap, sac, pay one life: mill 10 put another land from your graveyard onto the battlefield." The problem with this templating is that it's really powerful and you could mill yourself out with just two copies of the card, so maybe, "tap, pay one life, exile" would be a safer cost for the health of formats outside the limited environment..
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Feb 5, 2021 21:19:45 GMT
I ended up keeping the X activation but having it cost 1 life each time. If you take the land, you sac it
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Post by dangerousdice on Feb 13, 2021 3:22:08 GMT
I need help balancing this card! malakii, clockwork mage - legendary planeswalker - malakii you may activate malakii, clockwork mages abilities any time you could cast an instant [+1]: you may phase out a creature you control. [-1]: phase out malakii. [-10]: restart the game with this card on the battlefield transformed. [3] /// malakii, drained - transformed from malakii, clockwork mage legendary creature - human wizard haste whenever you cast an instant, you may pay , if you do, exile malakii, drained, and return it to the battlefield. 2/2
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Post by hydraheadhunter on Feb 13, 2021 6:45:34 GMT
I need help balancing this card! malakii, clockwork mage Four generic, a blue and a red. legendary planeswalker - malakii you may activate malakii, clockwork mages abilities any time you could cast an instant [+1]: you may phase out a creature you control. [-1]: phase out malakii. [-10]: restart the game with this card on the battlefield transformed. [3] /// malakii, drained - transformed from malakii, clockwork mage legendary creature - human wizard haste whenever you cast an instant, you may pay Four generic, a blue and a red, if you do, exile malakii, drained, and return it to the battlefield. 2/2 I don't want to be the guy that says an idea feels like a non-starter, but for me this card as it's currently writ gets pretty close. There's a reason Karn Liberated is the only card that restarts the game, Enter the Dungeon is a silver border, and Shahrazad is banned in everything. It's because starting a new game of magic without finishing the current game feels, in my opinion unsatisfying (and also because EtD and Shahrazad are a big time commitment for barely any effect). This card as writ hits both red flags. Imagine, taking seven turns to build up this guy and ulting him and restarting the game with a hasty boy 2/2. Being able to transform him back isn't relevant until you've got at least six mana (not counting what you have to pay for the instant, so typically turn six or seven), and your opponent kills it on their turn one before you even get to attack with it. Or, imagine popping off with him, getting to turn seven in the new game, transforming him, and then seven turns later restarting the game again. {An incomplete list of one drops that can kill this particular hasty boy} • Active Volcano, Bloodchief's Thirst, Disembowel, Flash Flood, Human Frailty, Vendetta, and Wretched Banquet destroy. • Blazing Salvo, Burning Cloak, Burst Lightning, Chainlightning, Chandra's Defeat, Electrostatic Bolt, Fever Charm, Fiery Impulse, Firebolt, Forked Bolt, Frost Bite, Galvanic Blast, Galvanic Bombardments, Harm's Way, Lightning Axe, Lightning Bolt, Magma Spray, Mugging, Pillar of Flame, Redcap Melee, Rending Volly, Righteous Blow, Seal of Fire, Shard Volley, Shivan Fire, Shock, Sonic Seizure, Sunlance, Tarfire, and Wild Slash deal two or more damage. • Chain of Vapor, Clutch of Currents, Curfew, Cut the Earthly Bond, Kiora's Dismissal, Mark of Eviction, Repeal, Seal of Removal, Select for Inspection, Sidisi's Faithful, Silent Departure, Stern Dismissal, String of Disappearances, Unsummon, Vapor Snag, Void Snare, and Word of Undoing return it to hand; and I can't even be sure I got em all. There's just a heckin lot of effort for not a lot of payoff, and the payoff you do get is really fragile. The other parts of the card don't really do enough to make you want to play him either. I'm sorry if I'm sounding really harsh, but this card isn't ready to be balanced yet; you need to make it playable first (not viable for play mind you, plenty of non-viable cards are playable).
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Post by dangerousdice on Feb 13, 2021 15:17:38 GMT
any suggestions to make him more playable?
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Post by hydraheadhunter on Feb 14, 2021 5:48:29 GMT
any suggestions to make him more playable?
Oof, this is a hard one, because playability is one of those trixy things that's hard to define outside of the tautological: A playable card is a card people see as playable. Honestly this kind of question is so broad and 'all-encompassing' if you'll pardon the witty reference, that it'd probably be suited to its own thread rather than a reply buried 11 or 12 pages into this one. This is more of a litmus test than a definition; but, a playable card tends to be a card you'd want to see in the draft pool. Not the card you'd pick first or the card you pivot to pick around, which are viable cards, but the type of card you pass on when you see a pack for the first time, but you hope that it's still there when the pack comes back around. The problem with this litmus test is that not everything is designed for draft nor should it be.
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Post by murder3 on Mar 12, 2021 15:20:21 GMT
How can I word this idea of mine properly?
So a hybrid mana card with two R/G symbol and 1 generic mana symbol. It deals 2 damage, but it deals 1 additional damage for each R/G mana requirement paid with a source which can produce both R and G.
First I wanted to word like "which shares a color of this spell" but because lands aren't colored, it wouldn't work.
Actually it should only work with sources which said in text R and G and it shouldn't work with "add any mana to your mana pool" type of sources. Preferably, it should only work with red and green which are actually bot color and not just one, but because land aren't colored it fucks my idea up...
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inferno390
3/3 Beast
Posts: 197
Favorite Card: Kwende, Pride of Femeref
Favorite Set: Dominaria
Color Alignment: White, Red
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Post by inferno390 on Mar 12, 2021 16:37:42 GMT
I honestly can’t think of a great way to word it the way you want, but it tangentially brings up the really interesting idea of using hybrid mana for dual lands. Mechanically it wouldn’t change how most of these lands work at all (triomes would be a bit interesting tho).
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Post by murder3 on Mar 14, 2021 13:04:52 GMT
I honestly can’t think of a great way to word it the way you want, but it tangentially brings up the really interesting idea of using hybrid mana for dual lands. Mechanically it wouldn’t change how most of these lands work at all (triomes would be a bit interesting tho). It could be like what they did with the colorless mana. 1 is generic and c is colorless, it only matter in some eldrazzi flavored card. I think dual lands could produce hybrid mana instead, so it can be used like this, but at the same time, hybrid cards concept doesn't fit into this. I always hated how hybrid cards just work as a very versatile cards instead of something which really focusing you to use dual color.
btw the card text is in this form currently: "Deals an additional 1 damage for each R/G mana paid with a source that could produce both color of mana as of this spell."
Maybe if I wording like this? "Deals an additional 1 damage for each R/G mana symbold paid with a source that could produce both R and G. Only works with cards have R or G mana symbol in their text."
This feels kinda clunky, but atleast in this way, you can't use "add one mana of any color" type of sources.
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Post by kefke on Sept 2, 2021 16:06:17 GMT
I had the idea for a card that extends the limits on the legend rule rather than just negating it entirely, as something that could be done at a lower mana cost since the standard set by Mirror Gallery is MV5. Trying to prototype it produced convoluted, wordy reminder text, though.
While I was at it, I decided to try to do the same thing for World, since I'd personally like to see it make a comeback, and blanket removal of the world rule wouldn't feel satisfying. The wording there feels better, but I don't know if it's actually mechanically sound at all. Also, I wonder if it wouldn't be better to let the person playing a third world permanent choose which one of the existing permanents to remove.
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Post by noahlotr on Sept 5, 2021 5:46:37 GMT
Hello all! I have an idea for a action keyword and am struggling with how to word it. Here is what I have now: Uplift X (Choose up to the X creatures you control with the lowest mana values among creatures you control and put a +1/+1 counter on each of them.) The intent of the mechanic is to place +1/+1 counters on X creatures you control, but you have to start with the lowest mana value and work your way up. So, if you have a one-drop, two two-drops, and a three-drop, uplift 1 would always put the counter on the one-drop, uplift 2 would put the counter on the one-drop and a two-drop of your choice, uplift 3 would put the counter on the one-drop and the two two-drops, and so on. However, I don't know if the text as I have it written now works. I was thinking that there might be some way to make it work by adding mana values together and comparing it to other possible mana value sums, but that seems much too complicated. I would appreciate if anyone has thoughts on how to write the reminder text for this keyword. A few example cards: Slum Guardian Creature - Human Soldier When Slum Guardian enters the battlefield, uplift 1. (Choose up to one creature you control with the lowest mana value among creatures you control and put a +1/+1 counter on it.) 2/3 Raucous Rioting Sorcery Uplift 2. (Choose up to the 2 creatures you control with the lowest mana values among creatures you control and put a +1/+1 counter on each of them.) Until end of turn, creatures you control with +1/+1 counters on them gain trample and haste.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Sept 12, 2021 23:26:15 GMT
This is pretty much how Bolster works, except it's much less complicated. True, it's not identical, but it accomplishes virtually the same thing you want, and you can use some clever triggers to make it do different things. For instance, a card that bolsters, and then bolsters again (like a Jadelight Ranger) instead of uplift 2. Basically you would almost always be pumping your weakest creatures, but when they get large enough, it would switch to other ones. In some ways I think this is superior to what you are suggesting since uplift would always target your lowest mana value creature first. There would be very little incentive to play high cmc creatures and just stack your deck with 1 and 2 drops, which might make for some wonky deckbuilding. Just my two cents.
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MonkeyChewToy
1/1 Squirrel
Back in the Saddle
Posts: 52
Favorite Card: Darksteel Relic
Favorite Set: Battlebond
Color Alignment: Blue, Green
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Post by MonkeyChewToy on Oct 12, 2021 4:39:30 GMT
How can I word this idea of mine properly? So a hybrid mana card with two R/G symbol and 1 generic mana symbol. It deals 2 damage, but it deals 1 additional damage for each R/G mana requirement paid with a source which can produce both R and G.
First I wanted to word like "which shares a color of this spell" but because lands aren't colored, it wouldn't work.
Actually it should only work with sources which said in text R and G and it shouldn't work with "add any mana to your mana pool" type of sources. Preferably, it should only work with red and green which are actually bot color and not just one, but because land aren't colored it fucks my idea up...
Sorcery Gruul Blast deals damage to any target equal to 2 plus the amount of mana spent to cast it from lands with the same color identity as Gruul Blast. Hello all! I have an idea for a action keyword and am struggling with how to word it. Here is what I have now: Uplift X (Choose up to the X creatures you control with the lowest mana values among creatures you control and put a +1/+1 counter on each of them.) The intent of the mechanic is to place +1/+1 counters on X creatures you control, but you have to start with the lowest mana value and work your way up. So, if you have a one-drop, two two-drops, and a three-drop, uplift 1 would always put the counter on the one-drop, uplift 2 would put the counter on the one-drop and a two-drop of your choice, uplift 3 would put the counter on the one-drop and the two two-drops, and so on. However, I don't know if the text as I have it written now works. I was thinking that there might be some way to make it work by adding mana values together and comparing it to other possible mana value sums, but that seems much too complicated. I would appreciate if anyone has thoughts on how to write the reminder text for this keyword. A few example cards: Slum Guardian Creature - Human Soldier When Slum Guardian enters the battlefield, uplift 1. (Choose up to one creature you control with the lowest mana value among creatures you control and put a +1/+1 counter on it.) 2/3 Raucous Rioting Sorcery Uplift 2. (Choose up to the 2 creatures you control with the lowest mana values among creatures you control and put a +1/+1 counter on each of them.) Until end of turn, creatures you control with +1/+1 counters on them gain trample and haste. I'm not sure if the game can handle this—I think you might have to either look at a number of creatures with a single mana value or one creature each from different mana values. However, cards like Tasha's Hideous Laughter are able to look at total mana values from among a sample, so I suspect we can do something similar to the way you were already leaning. Raucous Rioting Sorcery Uplift 2. (Choose two creatures you control that have the lowest total mana value among any two creatures you control and put a +1/+1 counter on each of them. If you control fewer than two creatures, put a +1/+1 counter on all of them.) Each creature you control with a +1/+1 counter on it gains trample and haste until end of turn. My hope is that while this is the sort of thing that looks like a lot of math at first, it should be fairly simple to grok and the rules can be made to accommodate it if needed.
Just trying to get the wording right on this card text: "Opponent’s creatures do not untap during their upkeep. During your upkeep opponents may pay to untap a creature, any number of times." The idea is its a pseudo lockdown, but they can pay for each creature to untap it. Legendary Artifact Creatures your opponents control don’t untap during their controller’s untap step. At the beginning of your upkeep, for each creature they control, your opponents may pay to untap that creature. ( can be paid with either or 2 life.)
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Oct 16, 2021 13:38:58 GMT
Working on something for a side project, trying to decide how I want to word it. The idea is it's a sidegrade keyword that causes creatures to deal double combat damage... but always die after dealing said damage. Calling it Volatile for now. What would be a clearer/more stylistically correct way of wording this? It feels a bit clunky right now owing to the idea popping into my head at midnight when I'm trying to sleep.
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MonkeyChewToy
1/1 Squirrel
Back in the Saddle
Posts: 52
Favorite Card: Darksteel Relic
Favorite Set: Battlebond
Color Alignment: Blue, Green
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Post by MonkeyChewToy on Oct 16, 2021 18:39:55 GMT
Working on something for a side project, trying to decide how I want to word it. The idea is it's a sidegrade keyword that causes creatures to deal double combat damage... but always die after dealing said damage. Calling it Volatile for now. What would be a clearer/more stylistically correct way of wording this? It feels a bit clunky right now owing to the idea popping into my head at midnight when I'm trying to sleep. Volatile (If this would deal combat damage to a permanent or player, it deals double that damage to that permanent or player instead. When it deals combat damage, sacrifice it.)
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If I may propose a slight tweak to allow for double strike shenanigans... Volatile (If this would deal combat damage to a permanent or player, it deals double that damage to that permanent or player instead. When it deals combat damage, sacrifice it at end of combat.) |
I'm not sure what your plans are for this, but I think it would be vary cool as something like decayed for Elementals.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Oct 17, 2021 0:05:24 GMT
Volatile (If this would deal combat damage to a permanent or player, it deals double that damage to that permanent or player instead. When it deals combat damage, sacrifice it.)
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If I may propose a slight tweak to allow for double strike shenanigans... Volatile (If this would deal combat damage to a permanent or player, it deals double that damage to that permanent or player instead. When it deals combat damage, sacrifice it at end of combat.) |
I'm not sure what your plans are for this, but I think it would be vary cool as something like decayed for Elementals. I think I can technically get away with the shorter text for reminder text and just have it clarified for the comprehensive rules, but that double strike interaction is definitely something I hadn't considered. Honestly I might just drop the damage doubling and make it a pure downside mechanic a-la Decayed, and just balance around it. It's mostly intended for tokens, could just pair the few instances I had planned for applying it with an explicit "double damage" rider. It'd make for a fun red Aura at the very least.
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Ralphio
0/0 Germ
Posts: 23
Color Alignment: Black, Red, Green
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Post by Ralphio on Dec 5, 2021 20:39:19 GMT
What should a one time use artifact that ventures into the dungeon cost? There are a few other venture cards that cost one mana and have other affects. Is this too weak in comparison? Zero mana feels too cheap, but then again there are several baubles that draw you a card for zero mana, which is arguably better.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Dec 7, 2021 14:33:07 GMT
You could always make it a zero cost artifact and add a 1 cost activation in addition to sacking it, the benefit being artifact interactions if you have such things in your set. I think 1 mana value is about right either way, though.
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Post by reichhardt on Dec 18, 2021 16:37:25 GMT
I'm experimenting with a different way of getting replay value out of Instant/Sorcery spells, a la Rebound, Retrace, Jumpstart, etc. I've scoured the Comprehensive Rules and I don't *think* there's anything there that prevents this working. 400.4a says instants and sorceries can't enter the battlefield, but it doesn't say anything about the command zone. 408.1 identifies the command zone as being for "specialized objects that [...] are not permanents and cannot be destroyed." I think the 'Glamor' subtype fits the bill. Feedback welcomed on: card legality, cost, relationship to Emblems/Enchant World/other 'copy' effects/anything else.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Dec 20, 2021 23:46:43 GMT
First of all, copying creatures is mostly blue's thing these days. Green copies or doubles tokens. Also, unless I'm reading this wrong, you can cast this for free every turn after it's in the command zone. If so, there's nothing wrong with a persistent effect, but not when no interaction is possible. That's generally a universally negative gameplay experience for the opponent.
Keywords like cipher have attempted to get repeatable value from spells, but recent mechanics almost always seem to limit spells to two castings and then they're exiled.
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