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Post by thh123321 on May 27, 2018 15:15:09 GMT
I don't know if I have spelling or grammar mistakes or something in this and I can't decide what rarity is it. can you help? Attachment DeletedAnd this is the other card. too strong? Attachment Deleted
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Post by Flo00 on May 27, 2018 23:27:31 GMT
Since it's repeatable graveyard shenangans, the Nomoolus is definitely if not . For the templating/grammar/typos: At the end of the first ability, you switched the oo with the u. I'd word the ability " , , Sacrifice a creature: Return target creature card with the same converted mana cost as the sacrificed creature from your graveyard to the battlefield." Since you take a creature from your graveyard, you can leave the "under your control" out. Nucsiece: Definitely very strong. Can't say if too strong or not.
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oddnanref
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Post by oddnanref on May 28, 2018 1:03:14 GMT
thh123321I am no sure on the cards, they seem fine. Except the pointed out rarity and the pointed out typos. For the Flavor text of Nucsice "I'll do anything to revenge your death, Tabar. That is what I live for." He seems strong, not sure if the deathtouch on the tokens is necesary, specially with a 3 power. At 3 power they are already a threat, and making it so they trade with anything is well, strong. This at mythic is certainly a bomb, I think even in Preconstructed formats this is strong. Resilient and deadly Hero of Bladehold that has a pseudo battlecry effect. Yeah, it is strong. The format might have to be high on removal, X/1 creature hate or graveyard hate. Which means this card is warping the format around it.
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Post by thh123321 on May 29, 2018 10:47:04 GMT
I invented new kind of card (mine) I don't know if that name already is taken or something and I don't know if it very good or bad. Attachment Deletedthe mine rules: 1. Mine is a nonpermanent nonspell card and its *not* a land 2. You can have only one mine in your deck 3. When you draw a Mine, put it on the battlefield immediately 4. Mine enters to the battlefield tapped 5. even if a mine has no counters on it, it stays on the battlefield 6. If you search your library for a land type (Forest, for example) you may choose a mine with that type instead (Garden in this case) and put it onto the battlefield a Semi-Land : Attachment DeletedI'm going to make one for fire (a rock) or dark (muddy puddle) and stuff like that do you like it?
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Deleted
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Post by Deleted on May 29, 2018 11:59:15 GMT
thh123321: If it stays on the battlefield, it is a permanent.
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DisposableHero
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Post by DisposableHero on May 29, 2018 15:13:04 GMT
I invented new kind of card (mine) I don't know if that name already is taken or something and I don't know if it very good or bad. the mine rules: 1. Mine is a nonpermanent nonspell card and its *not* a land 2. You can have only one mine in your deck 3. When you draw a Mine, put it on the battlefield immediately 4. Mine enters to the battlefield tapped 5. even if a mine has no counters on it, it stays on the battlefield 6. If you search your library for a land type (Forest, for example) you may choose a mine with that type instead (Garden in this case) and put it onto the battlefield a Semi-Land : I'm going to make one for fire (a rock) or dark (muddy puddle) and stuff like that do you like it? I'm not seeing why this needs to be a new card type and can't just be a special subtype of land. Essentially your mines are lands with depletion counters; they behave like lands in almost every respect. The subtype equivalencies seem very hard to track as well, so much so that you might as well just have your mines have the standard basic land types. Also, you're not just inventing one new card type, you're inventing another in the form of semi-lands. I'd recommend making your mines a land subtype with a keyword ability like [a href="http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[Hideaway]"]Hideaway[/a] and have the semi-lands just be land tokens.
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Post by thh123321 on May 29, 2018 16:57:12 GMT
thh123321: If it stays on the battlefield, it is a permanent. Yea, sorry about that i was wrong in this thing. I changed it but didnt send the right one
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mrchristianpunk
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Post by mrchristianpunk on May 29, 2018 19:47:55 GMT
mocandragon5 and Flo00 thank you for the feedback, much appreciated! This is now more of a set based question, is it ok just to have a random 5 color card in a set or is that something that should not really happen?
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DisposableHero
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Post by DisposableHero on May 29, 2018 23:40:26 GMT
This is now more of a set based question, is it ok just to have a random 5 color card in a set or is that something that should not really happen? That should be fine if you put at rare or mythic, think Karona, False God or Genju of the Realm.
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Post by Deleted on May 30, 2018 12:29:49 GMT
Could someone tell me if those designs are OP or not and at what rarity should they belong? Cobblestone QuarryLand : Put a charge counter on ~. : Add for each charge counter on ~. Blinding Vapor Instant Buyback Target creature gets -2/-0 until end of turn. Smolder Sorcery Erode (Each land you sacrifice while casting this spell pays for .)Destroy target artifact or land.
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Post by Flo00 on May 30, 2018 14:00:39 GMT
I don't know about Cobblestone Quarry. I'd put it at rare.
Binding Vapor looks ok, since decreasing power is something that can't really get out of hand. Smolder looks also ok. I'd put both at common, maybe uncommon.
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oddnanref
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Post by oddnanref on May 31, 2018 15:54:27 GMT
Need terrible help with wording and possibly power level. I am currently working on a cycle of five cards that are mythological. They are supposed to be mainly played in a team setting like Battlebond. This needs help with wording. I might have to choose another aspect for Red. Based on cards that give a choice: Take damage or let me do this un-red thing, like: Molten Influence, Book Burning, Breaking Point and Browbeat{Mythical Rules} 205.4. Supertypes 205.4a A card can also have one or more supertypes. These are printed directly before its card types. The supertypes are basic, legendary, mythical, ongoing, snow, and world. 205.4X Any permanent with the supertype “mythical” is subject to the state-based action for mythical permanents. This is also known as the "Mythical rule" (See rule 704.5y)
704.5y If a team controls two or more mythical permanents with the same name, that team chooses one of them, and the rest are put into their owners’ graveyards. This is called the “mythical rule.”
I know, there might be confusion between the rarity and the supertype. I could not find much in terms of words that could convey the meaning without touching the mythic and similar words. If there are any suggestions for other words I will take them, specially if the Mythic-Mythical thing becomes confusing.
This was a natural extension of Legendary but for teams. Mythical creatures work as legendary creatures when there is only one person in the team.
Mythical Creatures cannot be your commander as stated on rules 903.1–903.3 unless stated on the card itself.
Thanks
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kinotherapy
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Post by kinotherapy on Jun 13, 2018 23:50:07 GMT
Kino back with another potential mechanic, maybe? It's the Sengir Vampire ability keyworded, I'm using it as a sort of in-line slang similar to 'dies'. Example: I'm using it as a sort of in-line slang very similar to 'dies'. I'm hoping that it's intuitive enough that the reminder text doesn't need to be precise in explaining it. Some other ways it could be used: {examples I just threw together} Flash Blocker Creature — Elf Warrior Flash Whenever Flash Blocker kills another creature, you gain 3 life. (It kills a creature when a creature it dealt damage to this turn dies.)2/3 White Deathtouch Creature — Human Cleric Whenever White Deathtouch dies, destroy each creature that killed it. (A creature killed it if that creature dealt damage to it the turn it died.)1/1 Bloodthirsty Brawler Creature — Minotaur Haste Whenever Bloodthirsty Brawler kills a creature you don't control, if Bloodthirsty Brawler is in your graveyard, you may return it to the battlefield. (It kills a creature when a creature it dealt damage to this turn dies.)5/2 Identity Thief Creature — Assassin Deathtouch Whenever Identity Thief kills another creature, you may have it become a copy of that creature, except it gains deathtouch and this ability. (It kills a creature when a creature it dealt damage to this turn dies.)1/3 Angry Gunner Creature — Goblin Whenever Angry Gunner kills another creature, put a +1/+1 counter on it. (It kills a creature when a creature it dealt damage to this turn dies.): Angry Gunner deals damage equal to its power to any target. 1/1 Inception Reference??? Creature If Inception Reference??? would kill itself, you may instead exile it. If you do, each player shuffles their hand and graveyard into their library, then draws seven cards. 3/1 The biggest issue I see is that it won't trigger that often, even compared to like Enrage, but I think it could be supported with good combat tricks (for Limited, anyway. The mechanic is probably too weak in general for Constructed but I don't think that's necessarily a death knell for it) oddnanref : I think this should be an upkeep trigger for your and your team, something like "At the beginning of your team's upkeep, each player in your team each chooses one. (Your team can choose the same mode than once)." Repeatable land destruction like that is just nasty and I think you could do without it. The spell-can't-be-countered mode is a fair bit weaker than the others, but unless you're willing to flex the damage numbers idk how you'd bring it in line. Other than that I'm not sure how to judge this because it's pretty odd. Destroy target creature should probably just deal damage (I know punisher effects can break color pie but there's not much point not using on color damage when like "5 damage to target creature" = "destroy target creature" 90% of the time). I'm not really sure what the last ability is there for.
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oddnanref
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Post by oddnanref on Jun 14, 2018 23:36:53 GMT
Thanks, yeah I was playing with upkeep triggers. It is still too wordy for my liking. I still have not figured out a way to reduce the amount of text but keep the same amount of information.
It is an incarnation, the last ability is just another play of the incarnation sub-type. The first ones did stuff on the graveyard. The next ones where shuffled from the graveyard into the library. This ones just get shuffled when they leave the battlefield. Might have to decide on something else, though. Comments of other forums discouraged me from having more legendary like supertyes.
The kill mechanic. I mean as you mentioned, not sure how often it will trigger, but having it on the field does affect blocking and trades. Enchantments with, whenever a creature is killed, and the such would have more space and will affect how the other player blocks if he decides to block at all. Though not sure if this is a good thing or not. Dying triggers where not that common at the beginning of Magic, so maybe those types of triggers are common and relevant for a set it is in. Other than that, I do not see it becoming evergreen. Mainly due to how rarely the ability gets printed. In constructed it might give strong creatures pseudo unblockable like menace and the such do. So, it can be relevant but it will be as relevant as those abilities are in constructed.
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Post by Flo00 on Jun 15, 2018 8:58:27 GMT
How much would you cost (monoblue) Legendary Instant (Blah, blah, reminder)Counter target spell. ?
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flamingcouches
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Post by flamingcouches on Jun 18, 2018 13:09:21 GMT
I'm having difficulty deciding on the phrasing of the main ability on this card I've created. I also wouldn't mind general feedback on it. Spirit of Rage Creature - Spirit Avatar Haste, Trample Spirit of Rage’s power and toughness are each equal to the amount of combat damage dealt to players during your last combat phase. Spirit of Rage attacks each turn if able. */* I have an alternative wording for the main ability, albeit a little wordier: Spirit of Rage's power and toughness are each equal to the amount of combat damage that was dealt to all opponents during your last combat phase. Neither of the abilities I feel are quite worded correctly, and I wouldn't mind a few suggestions if they seem off to you. In addition, I have a keyword I'd like general feedback on, as I'm not entirely sure if it's effective at its purpose or not. Resistant (This can't be sacrificed to pay for costs of abilities or spells you control.)Its primary purpose in my mind is to put on creatures (or other permanents, but currently creatures) I intend to make for other purposes that ultimately become sacrifice outlets because they have limitations on leaving the battlefield. An example I have made in the past of such a case: Determination Injection Enchantment - Aura Enchant creature Enchanted creature has Resistant. At the beginning of each upkeep, if enchanted creature isn't human, it gains changeling until end of turn. Whenever enchanted creature leaves the battlefield, if it isn't exiled, return it to the battlefield and attach Determination Injection to it.
So what are your thoughts on the keyword and the above card? Thanks in advance.
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Post by Deleted on Jun 18, 2018 13:19:22 GMT
Broadsword Artofact - Equipment Equipped creature gets +3/+0. Equip Equip a Warrior A reasonable design? Also does "Equip a foo" fit into a core set?
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flamingcouches
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Post by flamingcouches on Jun 18, 2018 22:04:42 GMT
You solved a different problem than the one I was concerned with, but that completely works. Thank you.
Do you have any thoughts on the Resistant keyword? A better name, or some sort of tweak to its function?
Resistant (This can't be sacrificed to pay for costs of spells or abilities.)
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flamingcouches
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Post by flamingcouches on Jun 19, 2018 2:36:16 GMT
It's not that I don't want to sacrifice the creature... it's that I don't want other people to be able to exploit its abilities as a sacrifice outlet in a deck that might do so. Allow me to provide another example.
Legendary Creature - Subtype Double Strike
Sample Hard-to-Kill enters the battlefield with 8 dodge counters on it. If Sample Hard-to-Kill would leave the battlefield or be dealt damage, remove a dodge counter from it instead. 6/6
(This is a brief duplicate of a creature I have created, with some modifications.)
In this particular case, you could easily use the creature to activate a sacrifice ability multiple times. For instance, Perilous Forays: You could search for up to 8 lands and still have a 6/6 double strike creature. Another example is Evolutionary Leap, where you get as many creatures as you pay green. Of course, this isn't the purpose of the card, I simply want to make it difficult to manage with regular removal spells. So I created Resistant to try and fix this. Does your view still stand, or might you have another solution to my issue? Thanks for your help, by the way.
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Post by Jéské Couriano on Jun 20, 2018 21:39:11 GMT
Resistant is a keyword that is too narrow in scope, as there aren't a whole lot of cards outside of that sac creatures as a cost unless we get into the really old stuff or "graveyard matters" blocks, and what isn't in is in and is rather more discriminating.
Also, dodge counters mean jack and #### to SBEs. A 0-toughness critter is going to die to them no matter the circumstance, and trying to prevent this from happening will cause a loop, as SBEs are checked and resolved between literally every event in a game of Magic. Preventing it from resolving will just prompt an immediate SBE check again. The only difference between your dodge counter hypothetical and flat-out "can't die" shenanigans is that the dodge counters are finite, so the loop will be able to self-terminate once all the dodge counters have been exhausted.
Lastly, no, you couldn't. The dodge counters are a replacement effect, and would thus block the sacrifice. (Being put into the graveyard is a sacrifice requirement.)
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Post by Jéské Couriano on Jun 20, 2018 23:58:44 GMT
In my defence, I've not looked at Dominaria. I'll retract what I said.
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NivOridocs
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Post by NivOridocs on Jul 10, 2018 20:54:01 GMT
I came up with a pseudo keyword, but I don't know if it makes sense
Bribe - At the beginning of each combat, any opponent [action].
Here a sample card:
City Watch Creature - Human Soldier Bribe - At the beginning of each combat, any opponent may have you tap and exert any target untapped creature that player control. ~ can't attack players that have bribed it this combat. 2/2
The idea is that they'll be some card with bribe and other cards that can interact with it, like "Whenever a creature you control is bribed...", "Whenever you bribe a creature...", etc...
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Post by Jéské Couriano on Jul 22, 2018 11:19:10 GMT
NivOridocs ) Exert is an expert-level keyword, and as such you are obliged to include the RT for it.
Also, if you give an opponent a choice, the choice has to be equally painful no matter the choice you pick, otherwise they will pick the one which is almost guaranteed to benefit them. This is one of those choices where the choice is rather clear-cut; a 2/2 is no real threat, even for 1, and if the game is at the point where the ability becomes relevant and this thing remains on the board, you've either buffed it considerably or he can't win given the boardstate anyways.
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Post by hydraheadhunter on Sept 20, 2018 18:11:19 GMT
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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Post by Jéské Couriano on Sept 20, 2018 19:47:28 GMT
Hydraheadhunter ) You might want to use LEGENDNAME for the other instances of the card name, though I'm not sure if it'll help given the lack of commas.
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Post by Jéské Couriano on Oct 9, 2018 17:13:47 GMT
Lydia ) Lands by definition cannot be cast, and therefore cannot have mana costs; this applies to land creatures as well. (115.2a) Second, Graven Cairns suggests that this should be formatted as "Add , , or ." (which is functionally identical).
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Post by Flo00 on Oct 11, 2018 0:23:35 GMT
To give a cost to lands (that don't enter tapped), you can do things like "When ~ enters the battle field, pay <cost> or sacrifice it." If you are concerned about haste (so that it can pay it's own cost), you'd hvae to do something like Lotus Vale. Also, I don't see why this is so expensive. Wall of Stone costs 3 mana, as well as Fyndhorn Elder. So I guess Living Mountain should cost 5 mana at most. Since it also "costs" a land drop, probably less. I'd put it at 3 or 4 mana.
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harrowed777
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Post by harrowed777 on Nov 13, 2018 11:08:20 GMT
Looking for constructive criticism regarding balance and wording.
Brenton, Control Freak 2UW
Legendary Planeswalker - Brenton +2: Scry 2. -2: Return target creature to it's owners hand and gain life equal to that creature's strength. -6: You gain an emblem that says: "Whenever you cast an instant spell you may pay W to gain 3 life." Brenton, Control Freak can be your commander.
Loyalty: 2
Aiden, Thopter General 1URG Legendary Planeswalker-- Aidan +1: Create a 0/1 colorless Thopter artifact creature token with flying and "1: this creature gets +0/+1." -3: All of your Thopters that block or are blocked until your next upkeep gain deathtouch and are destroyed after combat. -7: All of your Thopters gain +X/+X where X is equal to the number of Thopters you control until the end of the turn. Loyalty:3
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Post by Jéské Couriano on Nov 23, 2018 6:26:00 GMT
Harrowed ) "Strength" is not a term in Magic; you mean "power".
Reword Brenton: Brenton's ult is weaksauce. In and of itself, lifegain without any way to exploit it (such as, say, Storm Herd or Exquisite Blood) isn't useful. An ult should either win you the game outright or make your opponent's board state untenable.
Reword Aiden:
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