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 Aug 3, 2019 22:22:27 GMT
Looking to find a less wordy version of this:
You and target opponent may return a creature from the graveyard to the battlefield. If they do your creature gets X +1/+1 tokens, where X is equal to their returned creature’s converted mana cost.
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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 Aug 4, 2019 0:11:11 GMT
Harrowed77 )
Return target creature from your graveyard to the battlefield. Then target opponent may return a creature from his or her battlefield. If they do, put X +1/+1 counters on your creature, where X is the other creature's converted mana cost.
Alternatively:
Target opponent may return a creature from his or her battlefield. Then return a target creature from your graveyard to the battlefield. It enters the battlefield with X +1/+1 counters on it, where X is the converted mana cost of the opponent's returned creature.
These both seem to concisely express what you are trying to do here, and since this seems like an effect at least at rare, I think this is okay.
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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 Aug 5, 2019 19:36:57 GMT
So I’m working on keywords for my next set. Right now I’m trying to create a Red-White ability that looks like Heroic but triggers off of targeted abilities as well. However, I’ve realized there’s a significant issue with this and equipment. Is there a good way to reword this to avoid the issue and still get the intended effect?
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Post by Jéské Couriano on Aug 6, 2019 1:33:12 GMT
inferno390 ) Have it only trigger off of activated abilities you don't control. (Equip abilities can only target creatures you control.)
Other than that, not that I can immediately think of.
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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 Aug 6, 2019 1:37:57 GMT
I should have made this clearer. My bad.
I don't want my Equipment to trigger the ability at all. Because I totally see a problem where someone stacks equip triggers between two cards with the ability. How do I fix that?
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Post by Jéské Couriano on Aug 6, 2019 1:50:38 GMT
inferno390 ) As I said. Only have it trigger when an activated ability from a source you don't control targets one of your creatures. Equip is limited to whatever the Equiipment's controller has on his side of the field.
Rewording it to exclude equip costs misses (instant-speed) abilities that bypass Equip (which is sorcery-speed) in the first place (such as brass Squire) and would add too much verbiage to the card as opposed to just making it trigger off of when an activated ability you don't control hits a creature you do.
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Post by ameisenmeister on Aug 6, 2019 8:32:55 GMT
Or you could circumvent the possibly hurtful effect multiple triggers might have by only granting effects that don't work in multiples.
for example "keyword - Whenever CARDNAME becomes the target of a spell or ability you control, it gains first strike until end of turn." You could also use trample, haste, vigilance and most other evergreen keywords. It's a harsh limitation of the design space but imo the only way to make it work without getting too wordy.
And I have to disagree with @jéské Couriano here. Having a mechanic only work if your opponents wants it to is a good way of never having it work at all. Making it only trigger when an opponent targets your creature will lead to mechanic that will either just don't do anything (if your opponent doesn't have a lot of stuff that targets) or only do something when your opponent is fine with it as they are basically able to min max the situation to their advantage. It would alo not really be an exiting set mechanic because you could never build around that mechanic to try o make it stronger. All you could do is hope to play against the right opponent.
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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 Aug 6, 2019 13:06:24 GMT
Or you could circumvent the possibly hurtful effect multiple triggers might have by only granting effects that don't work in multiples.
for example "keyword - Whenever CARDNAME becomes the target of a spell or ability you control, it gains first strike until end of turn." You could also use trample, haste, vigilance and most other evergreen keywords. It's a harsh limitation of the design space but imo the only way to make it work without getting too wordy.
And I have to disagree with @jéské Couriano here. Having a mechanic only work if your opponents wants it to is a good way of never having it work at all. Making it only trigger when an opponent targets your creature will lead to mechanic that will either just don't do anything (if your opponent doesn't have a lot of stuff that targets) or only do something when your opponent is fine with it as they are basically able to min max the situation to their advantage. It would alo not really be an exiting set mechanic because you could never build around that mechanic to try o make it stronger. All you could do is hope to play against the right opponent.
This is fair. What if it triggered off of everything except activated abilities of non-artifacts? “Whenever CARDNAME becomes the target of a spell or a non-artifact ability you control, (effect)” I’m not even sure the rules allow for this type of wording but I figured I’d throw it out there, because while mechanically it’s a downside, flavorfully it would make sense for what I was trying to do (creatures that gain an additional effect when magic is used on them).
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Post by Jéské Couriano on Aug 6, 2019 20:57:19 GMT
This is fair. What if it triggered off of everything except activated abilities of non-artifacts? “Whenever CARDNAME becomes the target of a spell or a non-artifact ability you control, (effect)” I’m not even sure the rules allow for this type of wording but I figured I’d throw it out there, because while mechanically it’s a downside, flavorfully it would make sense for what I was trying to do (creatures that gain an additional effect when magic is used on them). The rules aren't the stumbling block here, the wordsmithing is. There is nothing in the rules that prevents this sort of thing at all.
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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 Aug 6, 2019 21:39:08 GMT
So what’s the word smithing issue? Is it just too wordy?
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Post by Jéské Couriano on Aug 7, 2019 9:38:36 GMT
For your latest suggestion, wordiness could be an issue, but as far as I know that is the most elegant way to do it.
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Post by ameisenmeister on Aug 7, 2019 9:50:34 GMT
I've had another idea. You could, instead of giving the targeted creature a triggered ability, give the targeting permanent a conditional trigger. So like " , : Target creature gets +1/+1 until end of turn. If that creature is a warrior, it also gets first strike until end of turn." You would just need to find a connective element that your 'heroic' creatures share and make this the condition for the additional upside. I chose the creature type warrior in my example because it's a creature type that almost every set can support and it also can be designed to be quite flavorful.
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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 Aug 13, 2019 14:25:46 GMT
Is there a dedicated thread I can go to for art related things? Like ifI need specific art and I’m struggling to find it? Or I found cool art I would like to share?
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Post by Jéské Couriano on Aug 13, 2019 21:46:29 GMT
inferno390 ) I know there was a thread specifically for this on the old forums, but it hasn't been brought over here.
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kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on Aug 13, 2019 22:43:53 GMT
I've actually been thinking about this recently, found the old thread but most of the links were broken so I'm not sure it's worth bringing over. If there's interest I might make a clinic thread for general art topics since there are a few of them (sharing resources, requests, sourcing, editing etc)
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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 Aug 13, 2019 23:03:15 GMT
I would definitely be interested.
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Post by Jéské Couriano on Aug 14, 2019 7:57:03 GMT
kinotheerapy ) While I personally wouldn't use such resources, others definitely would, and I'm actually kinda surprised a general art thread hasn't materialised yet, especially with art being a requirement for featured sets.
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Crowbar
0/0 Germ
Posts: 4
Favorite Card: Angle of Despair // Teysa, Envoy of Ghosts
Favorite Set: Kamigawa
Color Alignment: White, Black
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Post by Crowbar on Aug 25, 2019 3:49:22 GMT
Hey folks! So I'm working on a few cards for wedding favors, and I really want them to be functional cards.
I'm trying to design a two legendary creatures for commander: a Bride and Groom. I want them to have partner, and I thought it'd be nifty for their commander damages to be combined, so say 9 damage from one and 12 from the other still results in a commander damage kill. Personally I always thought partner should work like that any ways, but that's not the point.
I'm having trouble with wording it. my first pass was "Commander damage from CARD#1 and CARD#2 is counted as one source." but that looked and felt really wrong.
I edited it down to "CARD#1 and CARD#2 deal the same commander damage" or maybe "share commander damage", but I'm not sure that's correct either.
my buddy had the idea of "CARD#1 and CARD#2 count as the same commander for the purpose of commander damage" which i think does work as far as the effect I want, but is a tad long and eats a lot of card space on cards that i'd like to have other abilities and maybe a small line of flavor text...
So i turn to you good folks! any ideas how to word this? obviously the shorter the better, but the main goal is definitely that the line functions properly. Much appreciate any help you can give!
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Post by ameisenmeister on Aug 25, 2019 13:34:55 GMT
Hey folks! So I'm working on a few cards for wedding favors, and I really want them to be functional cards. I'm trying to design a two legendary creatures for commander: a Bride and Groom. I want them to have partner, and I thought it'd be nifty for their commander damages to be combined, so say 9 damage from one and 12 from the other still results in a commander damage kill. Personally I always thought partner should work like that any ways, but that's not the point. I'm having trouble with wording it. my first pass was "Commander damage from CARD#1 and CARD#2 is counted as one source." but that looked and felt really wrong. I edited it down to "CARD#1 and CARD#2 deal the same commander damage" or maybe "share commander damage", but I'm not sure that's correct either. my buddy had the idea of "CARD#1 and CARD#2 count as the same commander for the purpose of commander damage" which i think does work as far as the effect I want, but is a tad long and eats a lot of card space on cards that i'd like to have other abilities and maybe a small line of flavor text... So i turn to you good folks! any ideas how to word this? obviously the shorter the better, but the main goal is definitely that the line functions properly. Much appreciate any help you can give! Give them infect? Seriously though, I've personally never been a fan of the commander damage rule as it gives combat oriented commanders an unfair advantage. Therefore I'd suggest that you might consider something different. Like, the bride getting +2/+2 and double strike, as long as you control the groom, or something in that line. For your question about how to word the commander damage from both issue, I've got no idea.
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Crowbar
0/0 Germ
Posts: 4
Favorite Card: Angle of Despair // Teysa, Envoy of Ghosts
Favorite Set: Kamigawa
Color Alignment: White, Black
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Post by Crowbar on Aug 26, 2019 4:34:27 GMT
ameisenmeister ) Fair enough that you don't like commander damage, but the cards are being designed with commander in mind, so it's just sorta the reality of the format.
The idea to use infect doesn't sit super well with me. For one both cards are being built within the Ravnica frame work (should have mentioned that before) and for two infect makes them both big hate targets within multiplayer commander, and interact with creatures in a way I don't really want.
Having them buff each other when they're on the field a la Brothers Yamazaki isn't a bad work around, but still doesn't quite pull off what I'm after, and would still eat up a lot of text space as well.
Anyone else have any ideas about wording the initial idea of combining the commander damage? Been staring at it for a day or so now and I'm still scratching my head a bit.
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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 Aug 26, 2019 6:53:04 GMT
You could give them text that says they're treated as one commander. Be a little strange, but could be made to work. Or you could make them one card that combines two entities.
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Post by Jéské Couriano on Aug 26, 2019 19:45:56 GMT
You could give them text that says they're treated as one commander. Be a little strange, but could be made to work. Or you could make them one card that combines two entities. The rules directly support the latter if you were to make them a Melded card. (903.3b)
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Post by Aarhg on Aug 27, 2019 17:10:37 GMT
Hey all. I'm trying to make a Boros colored commander that provides some form of card advantage within the limits of the colors, but I'm unsure about the power level (and wording, somewhat). Here's what I've got.
EDIT: Updated with name and creature types.
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Post by ameisenmeister on Aug 27, 2019 20:47:29 GMT
Hey all. I'm trying to make a Boros colored commander that provides some form of card advantage within the limits of the colors, but I'm unsure about the power level (and wording, somewhat). Here's what I've got.
EDIT: Updated with name and creature types.
Looks fine to me. Impulsive draw is totally in red's part of the color pie and combining it with an attack trigger is a simple yet rewarding design.
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Post by Aarhg on Aug 27, 2019 20:59:01 GMT
ameisenmeister Is it fine power-wise, you think? I feel like it's about right, but the potential card advantage might be too much. It's both legendary and multicolored though, so maybe that balances it out fine.
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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 Aug 27, 2019 21:21:49 GMT
I'm having a little bit of trouble converting this into a set symbol. For some reason the image is not transferring into the system properly. I left a copy of the symbol here for anyone who wants to fiddle with it. Some help would be appreciated. Thanks! Attachment Deleted
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Post by Aarhg on Aug 27, 2019 21:26:27 GMT
inferno390 In my experience, the symbol editor doesn't do very well with thin lines like the ones in your symbol. I think you need to revamp it with some chunkier features.
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Post by ameisenmeister on Aug 28, 2019 14:42:12 GMT
ameisenmeister Is it fine power-wise, you think? I feel like it's about right, but the potential card advantage might be too much. It's both legendary and multicolored though, so maybe that balances it out fine. I'm pretty sure that the card advantage trigger combined with the attack clause is a save thing.
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Post by Aarhg on Aug 28, 2019 15:08:52 GMT
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toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
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Post by toadette on Sept 1, 2019 22:28:28 GMT
Hi everyone! So, I've got a new mechanic I've been thinking of using for a faction. The faction is called the New Combine, and it's a research lab on New Ravnica that represents the joint efforts of the Azorius, Selesnya and Simic guilds. The mechanic I have in mind is a pseudo keyword that rewards revealing cards and putting them in your hand, and also returning things to your hand: Common knowledge ― Whenever a card is added face-up to your hand, <effect>. One of the reasons I'm posting this here is because I'd like to know if it's clear when this will trigger. To be clear, common knowledge will trigger when: • you add a card that was revealed from your library to your hand. • you return a card from any faceup zone (your graveyard, the battlefield, or exile) to your hand. Common knowledge won't trigger when a card is revealed from your hand and then put back in your hand, because in those cases the card wasn't added to your hand. And it won't trigger in niche cases where you return a creature that's been turned facedown for whatever reason to your hand, because then... it wasn't faceup when it was returned. (I initially tried "whenever a card is added to your hand after having been revealed", but the problem other than that reading ugly is that sometimes a card is added faceup without having been explicitly revealed, such as from a graveyard or from the battlefield. I like the wording I have ― I think it's concise ― I just want to make sure it's absolutely clear about what it does.) Here's some prototype examples. The white cards will focus on grabbing small creatures (from wherever), the greens will focus on grabbing lands and the blues will focus on grabbing instants 'n' sorceries. Call from Oblivion : Enchantment When Call from Oblivion enters the battlefield, you may return a card you own from exile to your hand. Common knowledge ― Whenever a card is added face-up to your hand, you may gain life equal to its converted mana cost. Scout's Urgency Instant You may search your library for a creature card with converted mana cost 2 or less. Common knowledge ― Then, if you added a card face-up to your hand this way, the next creature spell you cast this turn has flash. Twincaster Adept Creature ― Merfolk Wizard Common knowledge ― Whenever a card is added face-up to your hand, if it's an instant or sorcery card, you may copy it. Until end of turn, you may cast the copy. 2/3 Grove City Dryad Creature ― Dryad When Grove City Dryad enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. Common knowledge ― Whenever a card is added face-up to your hand, you may add two mana of any of its colors. 2/2 Grove City Salvagers Creature ― Merfolk When Grove City Salvagers enters the battlefield, you may reveal a creature card from your graveyard and put it into your hand. Common knowledge ― Whenever you add a card face-up to your hand, put a +1/+1 counter on target creature. 1/3 Senate Strix Creature ― Bird Flying Common knowledge ― Whenever you add a card face-up to your hand, choose one: • Draw a card. • You gain 4 life. 1/1 Thanks for reading. Any advice on flavor / mechanics / balance on the examples I gave would be greatly appreciated!
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