|
Post by Idea on Sept 23, 2023 8:57:32 GMT
|
|
|
Post by sdfkjgh on Sept 23, 2023 16:39:48 GMT
|
|
|
Post by serraphim on Sept 23, 2023 19:16:07 GMT
Ah........Thank you both. I have that card, too. smh
|
|
|
Post by dangerousdice on Sept 28, 2023 18:44:23 GMT
I'll flesh this out more later, but- Sustain - ...Whenever you sacrifice a food... W/G Seyli Courtesan Creature - Elf Creature {U} Sustain - Whenever you sacrifice a food, Seyli Courtesan gets +1/+1 until the end of the turn. 2/2
|
|
|
Post by vizionarius on Oct 6, 2023 22:08:26 GMT
Feedbackemberfire17: I love it! I really like designs where a clean templating allows for a card to behave in different ways, and changing types in a fun way is always welcome. The flavor is great too with a spell going from a single use to a sustained effect. I think your effects here are good and are generally costed fairly. Sanfonier of the Night: Foodlink! I like how it makes Food for food fights! The ability to lower costs by is very strong here. making all Food into , Sac: Deal 2 damage to anything is maybe a little too strong. I think it would have been better with that being something different. Maybe a triggered ability that happened if you sac'ed some number of Food in a turn. Regardless, it makes a fun build-around-me commander! Idea: Minor note to start: It should probably be "Having 0 or less toughness" so you can indeed go into negatives without it dying. I quite like this. There would need to be an update to the comprehensive rules to fit this, though (the way that 704.5g is stated lends your sustain creatures to be immune to damage). Alternatively, you could add "any damage dealt to ~ kills it" as a way to get around the need for a rules change. Assuming all that's taken care of, the ability, as you say, is better on stuff that somehow can end up with 0 or less toughness by their own effects. I like your persist creature (fun flavor text there!) and the 5/0 the best. The "next draw step" is a strange phrase, but I see why it's needed. I like the tie-in of "lowest toughness matters," that's a neat realization with these. I want to see an enchantment that gives creatures sustain, so I can play Force of Savagery. serraphim: I saw your card before the absorb fix, and thought the same before seeing Idea and sdfkjgh's comments about it (on the following page for me). I think absorb is a better keyword for it. It just doesn't feel that sustain-y to me. I do like this "fix" to absorb, though! dangerousdice: Flavorfully this feels nice But I think the design space for it is a little too narrow. Maybe "whenever you gain 3 or more life"? ResultI really like emberfire17's submission, so they get the win. Idea is a very close 2nd.
|
|
|
Post by emberfire17 on Oct 7, 2023 18:48:26 GMT
Thanks! For the next challenge, your word is decorate. As usual, all variations of this word are also allowed.
|
|
|
Post by viriss on Oct 8, 2023 16:55:36 GMT
|
|
|
Post by Idea on Oct 9, 2023 16:49:51 GMT
The mechanic I'm bringing you today is Decorate. Decorate:When this permanent enters the battlefield, you may chain it to other permanents you control by placing a side of each of their frames that share a frame type next to each other and remain chained as long as that condition is true. Frame types are white, blue, black, red, green, gold, colorless or artifact. Chained cards have each color and type of other chained cards. Decorate is a silver border mechanic that lets you put cards in a sequence of similar frames (example at the end) in what is referred to as a chain. The attached frames decorate other creatures, giving them colors and types. In the particular examples I brought today those didn't end up mattering, but decorate is a pretty complex mechanic which probably would need support as being one of the core mechanics of a set, so I think there could be plenty of cases of it mattering. The reason I say it would need to be a key mechanic in a set is because such mechanics are easier to remember. Chained cards can be put on any side of a card - up or down, right or left - provided they share a frame type. This makes the hybrid frame interesting for these types of cards as they have two frames on top and on the bottom, and one different one on each side. Artifacts also present opportunities for links as the tint of the artifact frame counts as both an artifact and its color. Some additional clarification on rules regarding chains: 1. A chain that loses a link breaks into chains (where two or more cards remain linked) and any stray cards cease to be in a chain. 2. If a card taps it's side may no longer be next to the right side it was linked to, and may break the chain there until it untaps. 3. You can chain multiple cards if you have enough sides when you play a card with Decorate. Some cards would affect every card in a chain, while others would have you trace a path through the chain. It would basically be if you were to draw a line from one card to another, passing through each card in a chain but you can't turn back onto the same card, so depending on how you set up your chain, it may not be possible to trace a line through all of it. Why would you want to not have a line traced through it? Well, part of that is because sometimes it may be too difficult to get the right frames to chain. Other times... If this were indeed a major part of a set, naturally responses to it would exist. Thus making your cards less vulnerable by not being traced at once might be important. Finally, here's an example of how a chain might look like: {Disclaimer}Honestly not very confident on this one. While I think it works for the challenge technically, the execution on a lot of things didn't quite come how I wanted it, but once I had the idea I needed to try it. Well, fingers crossed but not expecting much.
|
|
|
Post by vizionarius on Oct 9, 2023 22:59:56 GMT
|
|
|
Post by sdfkjgh on Oct 10, 2023 20:45:12 GMT
|
|
Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
|
Post by Bouncearama on Oct 14, 2023 18:32:08 GMT
Basalt Monolith and Friends?
|
|
|
Post by Idea on Oct 27, 2023 16:15:48 GMT
|
|
|
Post by emberfire17 on Oct 27, 2023 17:57:30 GMT
right right, sorry. Judging time! viriss - Nice and simple, the flavor works well with stickers. I am wondering why those specific counters though? Nothing wrong with it, just curious. Idea - The concept is cool, but I definitely feel like it could get a bit too convoluted and confusing to really utilize well. vizionarius - Decorations could definitely be a bit OP with certain things but let's face it, it's not like WotC cares about that anyways. They're no more OP than, say, Zirda. However, I think they'd be more balanced if they were like roles in that you can only have one per permanent. I like it though! Winner is viriss and runner up is vizionarius
|
|
|
Post by viriss on Oct 29, 2023 16:27:08 GMT
Next Keyword: Imbue
|
|
|
Post by emberfire17 on Oct 30, 2023 21:23:48 GMT
|
|
|
Post by Idea on Nov 11, 2023 1:04:17 GMT
The keyword for today is ImbueImbue <word>: ~If mana from this source is spent to cast a permanent spell, that permanent enters the battlefield with an additional (word) counter on it.~Imbue as a keyword represents putting the essence of something, the power of the source in the mana it produces, into a new vessel. By default, the mechanic works on any permanent that is cast using mana generated by the thing with imbue. In theory then, even if you cast a permanent using this mana that can't use the counter it'll still get it. The card itself can restrict what kind of permanents can be cast using it's mana though, and other times the counter in question might still be useful for most if not all kinds of permanents one could pay the mana to get. While I think imbue would appear mostly on permanents, it's not restricted to them. You could have cards like stormed awake, which give mana and a bonus to that next permanent you play. Naturally in most cases you want a more complicated condition than Stormed Awake, lest you end up making upgraded rituals. Another thing imbue doesn't strictly have to be is positive. Often getting to add mana is enough of a benefit in itself. Using the counters you could offset this benefit, allowing you to take more advantage of it provided you had the right choice of things to handle the consequences. One more interesting possibility is that of granting imbue - or more efficient / consistent means of making a card generate mana to cards that already have it. Basic lands don't have abilities, but perhaps one could give them imbue for a consistent and hard to get rid of source of some (likely minor) additional benefit every time you use the land for mana. A final possibility for today is the use of more personal counters. Instead of counters with inherent meaning, one could use counters that the card with imbue in particular can make use of.
|
|
|
Post by viriss on Jan 3, 2024 22:18:55 GMT
Oh my word I'm late on this one! Sorry. Both great entries. Winner Idea
|
|
|
Post by Idea on Jan 4, 2024 14:16:58 GMT
Thank you for the win viriss ! For the next challenge, make a keyword that changes the card's text (examples: Overload or cleave)
|
|
|
Post by vizionarius on Jan 4, 2024 17:49:07 GMT
Aspect of the Wilds Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has trample. Whisper (You may cast this spell as an instant for its whisper cost. If you do, remove "enchant creature" and change "enchanted" in its text to "target." The effect lasts until end of turn.)Ruling: When casting a spell for its whisper cost, the spell is cast as an instant; it loses all other card types and subtypes. Ruling: When whispered, it triggers things that care about instants being cast, but does not trigger things that care about enchantments being cast. Ruling: If a whispered spell is copied, it is copied as an instant. Random thought: This has a fun interaction with Ojer Pakpatiq. Since the card is cast as an instant, it will trigger Pakpatiq, but will rebound as an enchantment on your next upkeep.
|
|
|
Post by sdfkjgh on Jan 4, 2024 18:46:53 GMT
Aspect of the Wilds Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has trample. Whisper (You may cast this spell as an instant for its whisper cost. If you do, remove "enchant creature" and change "enchant" in its text to "target." The effect lasts until end of turn.)Ruling: When casting a spell for its whisper cost, the spell is cast as an instant; it loses all other card types. Nice fix for Armor of Thorns. Lineage Master Artifact Creature--Construct Xenograft (: Add or remove a creature type from this. Redundant creature types can’t be added.)
As long as a creature you control shares a creature type with Lineage Master, that creature gets +1/+1 for each of its creature types. Reach, vigilance, haste Lineage Master has trample as long as it has two or more creature types. The same is true for first strike and three or more, lifelink and four or more, flying and five or more, double strike and six or more, deathtouch and seven or more, hexproof and eight or more, indestructible and nine or more, and curiosity and ten or more. (Whenever this permanent deals damage to a player, planeswalker, or battle, you may draw a card.)1/1 Engineered Pandemic Tribal Sorcery-- Multikicker—Xenograft (: Add or remove a creature type from this. Redundant creature types can’t be added.)
Destroy each creature that shares a creature type with this spell. Sheltering Bulwark Creature--Wall Xenograft (: Add or remove a creature type from this. Redundant creature types can’t be added.)
Defender Other creatures you control that share a creature type with Sheltering Bulwark get +0/+1. 0/4 Xenografter Tribal Artifact--Shapeshifter All other noncreature permanents are Tribal in addition to their other types. Xenograft (: Add or remove a creature type from this. Redundant creature types can’t be added.)
, Remove a creature type from Xenografter: Add the removed creature type to target permanent that doesn’t already have that type.
|
|
|
Post by vizionarius on Jan 4, 2024 19:03:29 GMT
Aspect of the Wilds Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has trample. Whisper (You may cast this spell as an instant for its whisper cost. If you do, remove "enchant creature" and change "enchant" in its text to "target." The effect lasts until end of turn.)Ruling: When casting a spell for its whisper cost, the spell is cast as an instant; it loses all other card types. Nice fix for Armor of Thorns. Thanks! I kind of stumbled into the design over a few iterations, and was quite pleased with it myself.
|
|
|
Post by melono on Jan 7, 2024 7:51:54 GMT
Keyword: Offense. Word and wording might change, but the idea stays. Ancestral Remorse Instant Offense (You may cast this for its offense cost. If you do, replace "player(s)" with "opponent(s)" in this rules text.) Target player draws three cards, then discards three cards. Enveloping Sizzle Sorcery Offense ~ deals 3 damage to each player. Devilish Duo Sorcery Offense - Pay 2 life. Target player draws a card. Target player discards a card. Whittaker, Benevolent Angel Legendary Creature - Angel Offense When you cast ~, target player draws a card. Flying 4/3
|
|
Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
|
Post by Sanfonier of the Night on Jan 7, 2024 18:02:12 GMT
|
|
|
Post by sdfkjgh on Jan 7, 2024 19:44:08 GMT
|
|
|
Post by Idea on Jan 18, 2024 1:09:41 GMT
Plan to review this tomorrow! Feel free to bring any last minute entries!
|
|
|
Post by Idea on Jan 19, 2024 0:15:24 GMT
vizionarius {Spoiler}There's a double benefit in turning it into an instant of both cheapening it and turning it into a trick. I very much like that kind of versatility-based mechanic. I think the wording ends up a little strange on the keyword, and there's likely a somewhat limited amount of possible card designs before you start needing "enchanted" in a way that "target" might not easily replace, but I think there's at least enough room for this to be a well-designed mechanic. Aspect of the Wilds- Enchantment side seems fine, but the instant one I think could use some cost adjustments. +3/+3 and trample on an instant seems to go back and forth between 2 and 3 mana, but seeing as this card has the added versatility I think 3 mana would be more appropriate. sdfkjgh {Spoiler} This is the kind of weird mechanic I like, it's almost like a slow and more costly changeling, though one that can avoid certain specific interactions on the opponent's side. I have two issues with it though: One, I'm not sure if this should just let you grab any type, including pretty much made up ones. Two, it doesn't actually answer the prompt as it's not changing text just type. Lineage Master- Frankly, I think this card is too strong, it can easily build a ton of keywords onto itself as it's xenograph cost is cheap and it's not a once-per-turn thing. Engineered Pandemic- I'm not rules savvy enough to know if this works, or if the characteristics gained wit the multikicker are lost the moment the spell is cast. Assuming it does, it seems fair from a balance standpoint. Sheltering Bulwark- I must confess a little confusion here. If the word "Other" is needed in "other creatures that share a type", then it's absence makes Lineage Master even worse than I thought as it can permanently increase it's power and toughness for on top of the keyword gain. Otherwise, the "other" is redundant here. I think the grafter cost here could be lowered, given Parapet, Lumithread Field and Angelic Shield. Xenografter- I think this could break some things real fast, though I'm not sure what. Also, card type is a thing, so there's very few instances of a card legitimately lacking a type (mutate shenanigans being just about the only case that comes to mind). melono {Spoiler}Admittedly not seeing the flavor in the keyword offense, but I do think it's an idea with potential. Ancestral Remorse- I guess this card seems fair. 90% of the time one will likely be playing it with the offense cost, but it's basically an advanced delve 3 card. Enveloping Sizzle- Player-exclusive burn that burns you too. I thought the cost might be too much, but considering versatility and Flame Rift I think it's fair. Devilish Duo- Being able to cast this for 2 life creatures a worse problem than phyrexian mana, as it is covering for 3 whole mana, able to be used in an color, in a effect what would arguably be strong at 2 mana. Whittaker, Benevolent Angel- Even ignoring the versatility, I don't think this is steep enough a downside to turn this card into a Demonic Taskmaster or Esperzoa Sanfonier of the Night {Spoiler} It's a very cool mechanic idea, but I don't think the wording works. Gambling Tutor-At first I was worried it was too cheap, but then I realized it has a discard effect and also there's stuff like Demonic Tutor. Winner
|
|
|
Post by vizionarius on Jan 19, 2024 1:38:06 GMT
Thanks for the win Idea! Next: Come up with a keyword that has a function while the card it's on is in exile (like Rebound, Suspend, Adventure, Foretell).
|
|
|
Post by sdfkjgh on Jan 19, 2024 17:31:23 GMT
Thieving N--Whenever a creature with thieving N deals combat damage to a player, planeswalker, or battle, that player or that permanent’s controller exiles N cards from their hand. Those cards are stolen. For as long as you control this permanent, you may play stolen land cards by giving that land card’s owner a Treasure token, and you may cast stolen nonland, nonplaneswalker cards by giving that card’s owner a number of Treasure tokens equal to its mana value instead of paying that mana cost. There are also cards that refer to stealing cards. Stealing cards is just thieving that bypasses combat damage. "Bloody" Lizzeth Chambers Legendary Creature--Merfolk Pirate Haste, thieving 3 "Bloody" Lizzeth Chambers can't be blocked. 3/6 Fayden's Raiders Creature--Orc Human Goblin Pirate First strike, trample Thieving X, where X is the amount of combat damage Fayden’s Raiders dealt to a player, planeswalker, or battle this combat. 4/3 Headstrong Cabin Boy Creature--Human Pirate Haste Discard a card: Headstrong Cabin Boy gains thieving 1 until end of turn. Activate this ability only once per turn. 1/1 Mad Boffins Creature--Goblin Pirate Wizard Haste, thieving 2 Whenever you cast an instant, sorcery, or artifact spell during your turn, steal a random card from among cards in your opponents’ hands. At the beginning of your end step, return each card you stole this turn to its owner’s hand. 3/2 Shady Mind-Broker Creature--Cephalid Pirate Thieving 1 Whenever an opponent discards or mills one or more cards, steal one of those cards at random. , : Choose one. Activate this ability only as a sorcery— • Target opponent discards a card. • Target opponent mills two cards. 1/4 Stormcoil Mindserpent Creature--Illusion Serpent Pirate Thieving 7 Stormcoil Mindserpent can’t attack if any player has no cards in hand. 7/6 Venomblade Blackguard Creature--Naga Pirate Deathtouch, thieving 2 1/2
|
|
|
Post by Idea on Jan 20, 2024 2:21:35 GMT
The mechanic I bring today is Homage. Homage (Number): If you have exiled at least (number) card(s) this turn, you may cast this card from exile without paying its mana cost. If you do, shuffle it into your library after it resolves/when it leaves the battlefield.In my original design of Homage, the mechanic shuffled cards with homage back into your library from exile to power the card. It seemed too parasitic though, so now homage is a mechanic which cares about how many cards you exiled in a given turn. Although cards with Homage would normally have a means of exiling themselves, in truth the means by which they were exiled could be any. The same goes for the cards exiled for Homage, any means of exiling them counts, even temporary exile. In terms of the self-exiling, cards with Homage could exile themselves immediately or at least on the turn they are cast, or they can use abilities like Flashback and Unearth to be brought back for some extra utility before vanishing and adding to your exile count. The latter is particularly relevant because part of the point of Homage is the possibility of a big explosive turn in which you have a lot of cards with Homage ready in exile for a big exile session, followed by casting a number of free Homage spells. Of course though, the Homage spell goes back into your deck, so they don't automatically cycle into new cards. Among the design space for Homage is the number of cards to exile. Homage 1 may effectively let you cast the same spell twice the same turn (or more). Homage 2 already sets the bar to needing something else to also be exiled. A very high Homage count may indicate a card that is very difficult to bring back, but ultimately possible. The cost may also be variable. This plays into another possibility, effects being different when cast from exile. Since you're casting it for free, the effect could be weaker than casting it from the hand. But if the count is high, or variable, then it could potentially build into a stronger effect than casting from the hand. One more interesting detail about Homage: Since it shuffles the card into the library, it's possible the same card would keep coming back and being cast. Even with only 1 actual copy of a card you could be casting may "copies" of it throughout the game. Specific card name caring is a difficult territory in MTG, but they could work with a mechanic like this.
|
|
|
Post by melono on Jan 20, 2024 15:47:48 GMT
Black Hole X (If you would draw a card, if this is in your graveyard or in your exile, you may mill X cards instead, shuffle this into your library, then exile X cards from your graveyard.) Black Hole SunLegendary Land ~ enters the battlefield tapped. : Add one mana of any color. Black Hole 3 ( If you would draw a card, if this is in your graveyard or in your exile, you may mill three cards instead, shuffle this into your library, then exile three cards from your graveyard.) The Eternal Hunger Legendary Creature - Horror Deathtouch, menace. Whenever you exile one or more cards from your graveyard, you may draw a card and lose 3 life. Black Hole 6 ( If you would draw a card, if this is in your graveyard or in your exile, you may mill six cards instead, shuffle this into your library, then exile six cards from your graveyard.) 6/6 Pull from Beyond Sorcery Put target creature card from your graveyard onto the battlefield under your control. That creature is a Horror in addition to its other types. Black Hole 5 ( If you would draw a card, if this is in your graveyard or in your exile, you may mill five cards instead, shuffle this into your library, then exile five cards from your graveyard.) Stardust Artifact - Treasure When ~ enters or leaves the battlefield, draw a card. It enters the battlefield tapped. , Sacrifice ~: Add one mana of any color. Black Hole X, where X the amount of cards in your graveyard and in your exile with a Black Hole ability. ( If you would draw a card, if this is in your graveyard or in your exile, you may mill X cards instead, shuffle this into your library, then exile X cards from your graveyard.) Voidling Creature - Horror Menace Black Hole 2 ( If you would draw a card, if this is in your graveyard or in your exile, you may mill two cards instead, shuffle this into your library, then exile two cards from your graveyard.) 4/1 Essentially, instead of the concept of card selection, this keyword is about graveyard selection. Also, I made a small errata to make it more succinct: cards you own in exile are now referred to as "your exile", as an owned zone.
|
|