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Post by vizionarius on Feb 15, 2024 1:38:36 GMT
Feedbacksdfkjgh: This ability doesn't work while the card it's on is in exile, but I'll overlook it. This is almost super flavorful, except for the fact that when a thief steals, you generally don't get any treasure. Thieving of low numbers, can actually end up being bad for the thief, since the "thievee" gets the card choice, and can bait the thief into playing it just to get treasures to get better stuff. A large number for N can have pretty detrimental effects even as just an "exile cards" effect. The treasures almost become irrelevant at that time since they quickly are in topdeck mode, or you can also just not cast any of the cards. Actually, I think it's probably better to not cast the stolen cards. I think it would make more flavor sense to just trigger it on damaging players, not walkers or battles (hitting battles would result in thieving from yourself with the current wording). I'm not sure how I feel about having to keep track of who the thief was, but I will say it's a nice bit of flavor. Idea: I'm generally weary of "free" spells, even if it takes work to make them get going. Also not a fan of doing a lot of shuffling (bottom of library would likely be fine here). It's also a bit of a memory issue to keep track of where a permanent should go if it's been cast from exile due to homage. But let's assume all of these are non-issues and say these are Alchemy cards. It does feel like a super combo-y ability, in that it seems like you really just want to get a ton of these in exile, then combo off and cast everything. I'm not sure I like that as much. The idea is interesting, but I think perhaps tying it to some total number of cards in exile, and still having to pay the costs, would be more to my liking. melono: This feels like a long process to actually resolve. I see this as a "fix" to dredge, but with more hoops, and without netting a card (it seems to replace the draw without any card getting added to hand). I'm not a huge fan of keyword abilities with shuffle in the effect, since it's an annoying thing to do often. Also, selecting cards from grave to exile might be a decision-intensive effect to resolve, especially once the grave gets big. Deciding which black hole card to pick (from grave or exile) might also be non-trivial. Once you decide, you mill, shuffle, then chose and exile. Just feels like a lot. It feels bad that you skip the draw but net no cards in the process. If there was a "draw a card" at the end of the effect, I'd like it more. As is, it just feels like a little too much to go through for not a lot of net benefit. Resolving this with multiple draws in a turn could get a little too long. One thing I do really like is the change to exile being an owned zone. I think WotC would do well to do this as it would open up design space by simplifing templating. WinnerThis is a little tough to decide because none of the designs really spoke to me. I'll give it to melono because of their change regarding the exile zone.
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Post by melono on Feb 15, 2024 17:50:35 GMT
Tyftw! I agree with the high time cost with shuffling and choosing the exiling. That could at least be helped with putting the card on the bottom. It needs some rethinking taking your feedback into account.
Challenge for next: Create a keyword or activation word (or whatever else there is) that concerns one or multiple creature types.
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Post by sdfkjgh on Feb 15, 2024 18:46:54 GMT
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Post by Idea on Feb 17, 2024 0:48:38 GMT
The keyword I'm bringing today is FormshareFormshare <cost>-Other creatures you control with base type Shapeshifter have "<cost>: This creature gains [effect] until end of turn."Formshare is a pseudo keyword that uses a term I don't believe exists currently in magic nor are there any equivalents, "base type" (also looked for "original type" and "printed type"), which would refer to the type printed on the card. In other words, even if your shapeshifter shapeshifts into something else, it'll still count as being able to use this ability. In effect it lets shapeshifters boost one another, akin to the way Slivers do, but to make it more distinct (and also for flavor) I decided to make it an activated effect. There are a few more implications to making this activated. Varied activation costs can make it effectively a passive thing or adjust more powerful boosts in power with higher costs. It also lets the boost be used multiple times unless restricted and let's the abilities be used only optionally. Sometimes you'll be able to avoid something going after flying creatures, sometimes the ability itself will have an inherent downside. While most cards with Shapeshare would be shapeshifters themselves, this wouldn't necessarily always be the case. In fact they wouldn't even necessarily have to be creatures. One option I considered was making it so the ability granted to shapeshifters whatever abilities the creature had except for that ability. While that turned out to be messy, but I decided to still make a card that uses that holdover idea alongside a classic shapeshifter type.
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Post by vizionarius on Feb 17, 2024 3:27:05 GMT
Clarion call (Whenever this creature attacks, reveal the top card of your library. If that card shares a creature type with this creature, put it into your hand. Otherwise put it on the bottom of your library.)Battlefield Sentinel Creature - Human Soldier First strike Clarion call (Whenever this creature attacks, reveal the top card of your library. If that card shares a creature type with this creature, put it into your hand. Otherwise put it on the bottom of your library.)2/1 Tempest Crow Creature - Bird Flying Clarion call (Whenever this creature attacks, reveal the top card of your library. If that card shares a creature type with this creature, put it into your hand. Otherwise put it on the bottom of your library.)1/2 Warlust Elites Creature - Rhino Warrior Trampe, vigilance Clarion call (Whenever this creature attacks, reveal the top card of your library. If that card shares a creature type with this creature, put it into your hand. Otherwise put it on the bottom of your library.)4/4 Warlord's Horn Artifact - Equipment Equipped creature has vigilance, battle cry, and clarion call. Equip
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Post by melono on Mar 13, 2024 19:05:14 GMT
Giving the win to sdfkjgh even if it's a reupload. It's got moxie. And then I am also especially enamoured with Engineered Pandemic. Not feeling a full judging right now, apologies.
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Post by sdfkjgh on Mar 13, 2024 22:06:56 GMT
Thanks for the win, melono, even if both the submission and judging were kinda phoned in. We gettin' all sassily overconfident in our victory up in here! On that note, let's see what you can do with boisterous. You have two weeks.
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Post by Idea on Mar 16, 2024 20:43:52 GMT
The keyword I'm bringing you today is BoisterousBoisterous NThis creature gets +X/+0 as long as it's not attacking or blocking.A boisterous creature has more bark than bite. They appear stronger, but when they get into an actual fight that doesn't perform. This had a few implications for design of the mechanic and with it. For one, it gives only power because toughness is more relevant outside of combat due to non-combat damage. For another, power outside of combat is a bit like like color changing, it doesn't do anything in of itself. But it's relevant for several effects and mechanics. There are mechanics which even outside of combat care about power, like ferocious or formidable. Sometimes, a creature may just itself care about having more power, so giving it boisterous can be useful. Boisterous gives design space via being a way that you can have more power on the field without directly giving the player access to aggression or blockers that would be too dangerous or impactful in direct combat. Boisterous is also modular. In effect, if an effect is dependent on the power gain the creature had from it, the moment the creature enters combat it's shut off. Naturally though, you can use combat tricks or +1/+1 counters to get it more permanently online. Those might also generally pair well together with the power-caring effects that would go into decks that make use of this mechanic.
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Post by vizionarius on Mar 25, 2024 7:15:00 GMT
Boisterous (Choose target creature an opponent controls as you declare this creature as an attacker. That creature untaps and blocks this creature this turn if able.)Note: Boisterous creatures can't attack if defending player controls no creatures, since it needs a target. Brawling Butcher Creature - Human Citizen Boisterous, first strike while attacking "You said what about my sausages?!"3/2 Roistering Roar Sorcery Put a +1/+1 counter on target creature you control. It gains boisterous and trample until end of turn. Exuberate Enchantment - Aura Enchant creature Enchanted creature is a green and white Citizen creature with base power and toughness 0/3 named Overfriendly Neighbor. It gains boisterous and loses all other abilities. (It loses all other colors, card types, creature types, and names.)Edit: Allow untap to force block.
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Post by sdfkjgh on Mar 25, 2024 19:39:06 GMT
Boisterous (Choose target creature as you declare this creature as an attacker. That creature blocks this creature this turn if able.)Note: Boisterous creatures can't attack if defending player controls no creatures, since it needs a target. Brawling Butcher Creature - Human Citizen Boisterous, first strike while attacking "You said what about my sausages?!"3/2 Roistering Roar Sorcery Put a +1/+1 counter on target creature you control. It gains boisterous and trample until end of turn. Exuberate Enchantment - Aura Enchant creature Enchanted creature is a green and white Citizen creature with base power and toughness 0/3 named Overfriendly Neighbor. It gains boisterous and loses all other abilities. (It loses all other colors, card types, creature types, and names.) Provoke didn't need to be so restrictive. EDIT: You might wanna include the no attacking clause in the reminder text, in order to avoid any feelbad moments. There should never be any ability rules text that is hidden even from reminder text.
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Post by vizionarius on Mar 25, 2024 20:16:32 GMT
Provoke didn't need to be so restrictive. Keeping it mostly as is; did add an untap clause. I had provoke in mind, but I remember at some point MaRo said that it had a limited design because the effect is actually pretty strong. This is my intended fix for it, to have them want to pick fights only with creatures, to hopefully allow the creatures to be a little stronger generally. Also, this opens an interesting design by wanting to give it to opponents' creatures to prevent them from attacking regularly (see last card).
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Post by Idea on Mar 25, 2024 20:36:04 GMT
Provoke didn't need to be so restrictive. Keeping it mostly as is; did add an untap clause. I had provoke in mind, but I remember at some point MaRo said that it had a limited design because the effect is actually pretty strong. This is my intended fix for it, to have them want to pick fights only with creatures, to hopefully allow the creatures to be a little stronger generally. Also, this opens an interesting design by wanting to give it to opponents' creatures to prevent them from attacking regularly (see last card). To add my two cents here, while not being able to attack an opponent without creatures is definitely a downside, forcing the creature to block a specific one is also a big upside over provoke. In many cases it's close to, equivalent to or even stronger than having " : This creature fights target creature".
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Post by Daij_Djan on Mar 26, 2024 10:31:17 GMT
Well, this is awkward.. I missed this chalenge till two days ago, pondered about a concept since then - only to do a last minute check and realize I didn't know what the term meant and mistranslated it xD I instead came up with a boastful mechanic..
But I do think I have an idea for this one as well - cards to be added within 24 hours. (If I for some reason don't make it, Boisterous would be a pseudo featured on instants and sorceries like Fear, Fire, Foes! and Phalanx Tactics which have a main target, but also influence all other potential targets with a smaller effect)
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Post by Idea on Mar 26, 2024 13:56:20 GMT
Well, this is awkward.. I missed this chalenge till two days ago, pondered about a concept since then - only to do a last minute check and realize I didn't know what the term meant and mistranslated it xD I instead came up with a boastful mechanic.. But I do think I have an idea for this one as well - cards to be added within 24 hours. (If I for some reason don't make it, Boisterous would be a pseudo featured on instants and sorceries like Fear, Fire, Foes! and Phalanx Tactics which have a main target, but also influence all other potential targets with a smaller effect) ....I just realized I also made that mistake. Mistook the word's meaning for the meaning of boastful. I'll probably keep my cards as-is though. There's one that doesn't make a lot of sense this way, but having to remake the thing from scratch...
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Post by Daij_Djan on Mar 26, 2024 18:19:56 GMT
So I'm not the only one? That's quite hilarious, not gonna lie xD
Also, here's one card per color:
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Post by sdfkjgh on Mar 27, 2024 20:34:23 GMT
Idea: You lose 1 point for the repeat of creature in the reminder text. However, I absolutely love the idea of increased power outside of combat to represent a boastful nature. vizionarius: As I said before, provoke didn't need to be so restrictive as to disallow an attack if defending player controls no creatures. Also, Idea, you should read the reminder text of provoke. Daij_Djan: Ability wording Sigil Blessing is rather ho-hum. Winner: Idea, by a VERY wide margin.
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Post by Idea on Mar 30, 2024 2:12:36 GMT
Thank you for the win sdfkjgh ! I did read the reminder text for provoke. In fact, by sheer coincidence I had actually watched a short about provoke on the day I made my own input. Not sure what you're trying to imply. Or were, anyways.
For the next challenge, create a keyword specifically for planeswalker cards. It doesn't necessarily need to only function for planeswalker cards, but there should be clear intent in its design to put them in planeswalkers.
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Post by sdfkjgh on Mar 30, 2024 15:56:44 GMT
Keeping it mostly as is; did add an untap clause. I had provoke in mind, but I remember at some point MaRo said that it had a limited design because the effect is actually pretty strong. This is my intended fix for it, to have them want to pick fights only with creatures, to hopefully allow the creatures to be a little stronger generally. Also, this opens an interesting design by wanting to give it to opponents' creatures to prevent them from attacking regularly (see last card). To add my two cents here, while not being able to attack an opponent without creatures is definitely a downside, forcing the creature to block a specific one is also a big upside over provoke. In many cases it's close to, equivalent to or even stronger than having " : This creature fights target creature". Provoke does force blocking of a specific creature.
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Post by Idea on Mar 30, 2024 15:58:10 GMT
To add my two cents here, while not being able to attack an opponent without creatures is definitely a downside, forcing the creature to block a specific one is also a big upside over provoke. In many cases it's close to, equivalent to or even stronger than having " : This creature fights target creature". Provoke does force blocking of a specific creature. Nope. It makes a creature have to block, but it can choose to block any creature you're attacking with, not just the creature with provoke or any other specific creature. Edit: Upon closer inspection, you're right. I completely missed that last 'it'.
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Post by sdfkjgh on Mar 30, 2024 16:01:10 GMT
Thank you for the win sdfkjgh ! I did read the reminder text for provoke. In fact, by sheer coincidence I had actually watched a short about provoke on the day I made my own input. Not sure what you're trying to imply. Or were, anyways.
For the next challenge, create a keyword specifically for planeswalker cards. It doesn't necessarily need to only function for planeswalker cards, but there should be clear intent in its design to put them in planeswalkers. Would you accept a new supertype to go on any card type? This one specifically requires planeswalkers to function. Manipulate Mind Signature Instant--Jace (For as long as you control a Jace planeswalker, you can that planeswalker to search your library for a signature Jace card, reveal it, put that card into your hand, then shuffle. Normal planeswalker rules apply.)
Target player reveals the top five cards of their library. You put one of those cards into their hand, one on top of their library, one on the bottom of their library, one into exile, and one into their graveyard.
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Post by Idea on Mar 30, 2024 16:05:15 GMT
Thank you for the win sdfkjgh ! I did read the reminder text for provoke. In fact, by sheer coincidence I had actually watched a short about provoke on the day I made my own input. Not sure what you're trying to imply. Or were, anyways.
For the next challenge, create a keyword specifically for planeswalker cards. It doesn't necessarily need to only function for planeswalker cards, but there should be clear intent in its design to put them in planeswalkers. Would you accept a new supertype to go on any card type? This one specifically requires planeswalkers to function. Manipulate Mind Signature Instant--Jace (For as long as you control a Jace planeswalker, you can " style="max-width:100%;"] that planeswalker to search your library for a signature Jace card, reveal it, put that card into your hand, then shuffle. Normal planeswalker rules apply.)
Target player reveals the top five cards of their library. You put one of those cards into their hand, one on top of their library, one on the bottom of their library, one into exile, and one into their graveyard. The point of the challenge is to have something that is primarily meant to go on planeswalkers, but I'll allow it.
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Post by emberfire17 on Mar 30, 2024 18:47:18 GMT
A triggered ability that's so simple, I'm surprised WotC hasn't already done it.
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Post by vizionarius on Apr 1, 2024 0:41:13 GMT
Sparkbond (You may pair this permanent with another unpaired planeswalker when either enters. They remain paired for as long as you control both of them.) Bonded Sparkfeeder Creature - Thrull Sparkbond (You may pair this permanent with another unpaired planeswalker when either enters. They remain paired for as long as you control both of them.)Whenever ~ attacks, pay a loyalty from its paired planeswalker. If you do, put two +1/+1 counters on ~. 1/1 Planeswalkers' Tome Artifact Sparkbond (You may pair this permanent with another unpaired planeswalker when either enters. They remain paired for as long as you control both of them.)Pay a loyalty from the planeswalker paired with ~, : Scry 1, then draw a card. Sparkline Boon Enchantment If ~ is in your opening hand, you may begin the game with it on the battlefield. Sparkbond (You may pair this permanent with another unpaired planeswalker when either enters. They remain paired for as long as you control both of them.)Loyalty abilities of the planeswalker paired with ~ cost an additional to activate. Comrade Guff the Sympathizer Legendary Planeswalker - Guff Sparkbond (You may pair this permanent with another unpaired planeswalker when either enters. They remain paired for as long as you control both of them.)~ and its paired planeswalker share loyalty. (You choose how loyalty is distributed when they pay loyalty costs and/or take damage.): Add . If that mana is spent on a planeswalker spell, that spell can't be countered. : Until your next turn, creatures can't attack planeswalkers you control unless their controller pays for each creature they control that's attacking a planeswalker you control. Whenever an opponent pays mana this way, ~ deals 2 damage to that player.
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Post by Idea on Apr 19, 2024 23:30:29 GMT
I shall review this tomorrow. Last minute entries are welcome!
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Post by Idea on Apr 21, 2024 1:32:16 GMT
sdfkjgh {Spoiler}Not sure if the wording shouldn't be "pay ", but yeah. I would probably make this cost more especially since you are exiling one of the cards and you're reordering a whole number of cards from the top of the opponent's player's library, though I do also have to acknowledge you are giving them, possibly two bits of card advantage depending on their deck. As far as a mechanic goes, I think it has the kind of issues of a mechanic like "partners with" or meld, where you need specific other cards (even if in this and partners case you do get to search them), which can make tricky to balance that kind of risk with the appropriate benefit to compensate, plus can be big issue in a limited or draft format. emberfire17{Spoiler}Loyal is indeed a very simple and effective keyword, with some interesting properties in that it's more or less always limited to once per planeswalker per turn, only typically triggers at pseudo-sorcery speed and automatically scales with almost any planeswalker you play. I certainly would've liked to see some of your cards exploring the intricacies of this mechanic a bit, but these are some nice cards nonetheless. Elyra, Heartland Sage- I very much like the kind of synergy this card uses, but 2 +1/+1 counters on a plus ability is the stuff of 5-6 mana planeswalkers, and this gives trample on top of that. Also, even if she dies immediately, as a general rule ultimates and especially emblems shouldn't be something you can immediately access. Crystalmist Glade- Generating 2 colorless mana is often rated at around four mana, and that's on a tap ability. This card gives ward to your planeswalkers and makes all of their abilities add two mana, which can really scale with any significant use of planeswalkers. I would say it needs a cost increase, but honestly I don't think you should pair mass mana generation with ward-giving. vizionarius{Spoiler} I gotta say, I love the mechanic you came up with. Soulbound for planeswalkers is pretty nice, and you really took advantage of its nooks and crannies in your designs.
Bonded Sparkfeeder- A nice common, though two +1/+1 counters on something working on top of the planeswalker's abilities and on a one mana creature is a little much.
Planeswalker's Tome- The loyalty counter removed is here holding the weight of both mana paid to draw the card, and meeting extra conditions on cards like these, not to mention the scry 1. There should also be a mana cost to this or else a raised initial cost and rarity.
Sparkline Boom- Pretty strong especially if you lucky out, but nothing that out of this world for its cost. I like it.
Comrade Guff the Sympathize-I quite like the idea here, though his concrete abilities aren't quite the most exciting thing ever. His static ability is more interesting, though I do feel perhaps the shared loyalty would make more sense just outright being a shared pool of counters that count as being on both permanents at once. Winner {Spoiler}Winner is vizionarius for what I thought were overall the most balanced designs, for a simple yet creative and very intriguing mechanic which was well-explored in several designs.
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Post by vizionarius on Apr 21, 2024 6:16:12 GMT
Thanks for the win, Idea ! Glad you liked the ability! Next: Come up with an effect for the action keyword " descend." Oops.. exists.. lol. 1 sec. Make it, " intercede."
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Post by Idea on Apr 21, 2024 11:25:18 GMT
The keyword today is IntercedeIntercede(s):That damage is dealt to this permanent/to the permanent or player that intercedes instead.This action keyword would be found primarily in white, and its primary use would be to protect key creatures or absorb more damage than would normally be dealt to a particular permanent. It can also be used to redirect damage to a target you want to though, such as a creatures with dies triggers or even an opponent's creature. One small ruling: A permanent can't intercede if it's not on the battlefield. So even if you set up the intercede earlier that turn, if the creature leaves the battlefield it won't do anything. A keyword like this would also work quite well with a set I'm working on, so I also took the liberty to make a card for that set using this keyword as a case-test. {Bonus}I also had the idea of an alternative mechanic based around D&D's "help" action which gives one advantage in rolls. I ended up thinking it was a little too narrow in design space and application, plus the other one I could give more personal use. Intercede: Roll one additional die and remove one of the results.
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Post by melono on Apr 22, 2024 10:25:14 GMT
Putting the initial thought down. Hoping for some more cards to flow out later. A mainly white and blue keyword. Aven Interceptor Creature - Bird Soldier Flying Intercede ( if another creature you control is blocked and this is unblocked, you may swap them, and have this become blocked by the blocking creatures instead.) When it sees the footsoldiers in danger, it swoops down in front of the aggressor in order for the soldiers to fulfill their mission.2/2 Edit: got an uncommon out of my brain as well. Seeker of Worthy Opponents Creature - Human Warrior Trample, rampage 2 ( Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Intercede ( If another creature you control is blocked and this is unblocked, you may swap them, and have this become blocked by the blocking creatures instead.) "Oh yeah, now I'm really getting into it!" 0/3
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Post by sdfkjgh on Apr 23, 2024 0:25:27 GMT
Putting the initial thought down. Hoping for some more cards to flow out later. A mainly white and blue keyword. Aven Interceptor Creature - Bird Soldier Flying Intercede ( if another creature you control is blocked and this is unblocked, you may swap them, and have this become blocked by the blocking creatures instead.) When it sees the footsoldiers in danger, it swoops down in front of the aggressor in order for the soldiers to fulfill their mission.2/2 Kinda reminds me of Swooping Talon, if Swooping Talon was actually any good.
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Post by viriss on Apr 23, 2024 4:43:46 GMT
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