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Post by ZephyrPhantom on Mar 26, 2021 14:17:20 GMT
For Divine vs Demonic: Sunblessed Ring Artifact : Add . Spend this mana only to cast Angel spells. Demons get Dark Ritual in their deck to help accelerate out big creatures and some great card advantage like Demonic Tutor, while Angels get neither, so I figured permanent mana ramp might help even things out. Compare Myr Reservoir. Flo00 - Friendly reminder for you to judge.
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Post by Flo00 on Apr 8, 2021 14:35:14 GMT
Thanks for the reminder. Here we go: sdfkjgh This actually doesn't really fit into the duel decks. I see that it is supposed to be a card that fits into both decks. In which one of them should it have been? In both? Adding the additional type doesn't make much sense in those decks. (1 Insect in each deck + an Elemental token in the Elves.) Also you can play this in the Goblins for red mana to make them all tap for mana. I like how you did fix it the other way around by needing to sacrifice. ZephyrPhantom: Looks like the Angels got Marble Diamond. I guess this would be a flavorful alternative. A nice tribal Worn Powerstone. ZephyrPhantom wins.
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Post by ZephyrPhantom on Apr 8, 2021 15:48:38 GMT
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Post by dangerousdice on Apr 9, 2021 3:32:38 GMT
I was thinking about designs that worked better digitally...
and I decided that extra players were the way to go.
.
-text versions cause the render turned out bad and i'm not sure why-
nicol bolas player - (unfold for more details.) [starting hand: 5] [starting life: 25]
nicol bolas decklist 5X islands 5X swamps 5X mountains 4X torment of hailfire 1X apex of power 1X fraying omnipotence 1X patient rebuilding 2X frontline devastator 3X khenra eternal 2X spellweaver eternal 1X deep analysis 3X crush dissent 2X crumbling necropolis 3X honor the god-pharaoh 1X throne of the god-pharaoh 1X the eldest reborn /// (full art nicol bolas)
it works as you'd expect, with you taking the listed cards, shuffle em together, and continue playing. some clarifications:
: you control the new player, and make all actions for it.
: if you would lose the game, all other (token?) players you control will lose also.
: is better suited for online play, as to play the card, you need to have the listed deck.
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Post by sdfkjgh on Apr 9, 2021 21:01:33 GMT
Decades ago, I had an idea for a instant called Catherine Wheel that cost where EVERY decision was random:
only set the upper bound, the actual values were chosen randomly between 1 and X. After that value was set, then that many targets were chosen at random from among ALL possible targets. Then, that much damage was split randomly among the chosen targets, and the distribution of this damage was random. This could very well mean that some or all of the targets were required to be dealt zero damage, and of course which ones got off scot free was completely random.
I never quite got around to writing it down, because I never figured out how to template it properly.
EDIT: Thanks, hydraheadhunter & Flo00.
Catharine Wheel Instant Randomly choose a number less than or equal to X twice. Deal damage equal to the first number distributed randomly among a number of randomly chosen creatures, players, and/or planeswalkers equal to the second number.
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Post by Flo00 on Apr 10, 2021 13:21:16 GMT
I really like the shandalar game. It got ante, which I think is great when you don't spend actual money on cards and are only playing against NPCs, so they don't get better by using your cards. So of course I made an ante card and added some random effect to it. Beastmaster’s Howl Sorcery Remove Beastmaster’s Howl from your deck before playing if you’re not playing for ante. Ante the top card of your library, then create X plus one 3/3 green Beast creature tokens with X random abilities, where X is the mana value of the anted card. {list of potential abilities} : Regenerate First strike Flying Haste Landwalk of one basic land type Protection of one color Reach Trample Banding If this was designed for modern times it would also include {these} Deathtoch Double strike Hexproof Indestructible Lifelink Vigilance (and no Banding)
It is a bit weird using modern wording to make a card that's meant to be in the past. Yet I think it's cleaner that way.
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Post by hydraheadhunter on Apr 11, 2021 8:36:10 GMT
Decades ago, I had an idea for a instant called Catherine Wheel that cost where EVERY decision was random:
only set the upper bound, the actual values were chosen randomly between 1 and X. After that value was set, then that many targets were chosen at random from among ALL possible targets. Then, that much damage was split randomly among the chosen targets, and the distribution of this damage was random. This could very well mean that some or all of the targets were required to be dealt zero damage, and of course which ones got off scot free was completely random.
I never quite got around to writing it down, because I never figured out how to template it properly. "Randomly choose a number less than or equal to X twice. Deal damage equal to the first number distributed randomly among a number of randomly choosen targets equal to the second number."
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Post by ZephyrPhantom on Apr 11, 2021 11:26:39 GMT
Decades ago, I had an idea for a instant called Catherine Wheel that cost where EVERY decision was random:
only set the upper bound, the actual values were chosen randomly between 1 and X. After that value was set, then that many targets were chosen at random from among ALL possible targets. Then, that much damage was split randomly among the chosen targets, and the distribution of this damage was random. This could very well mean that some or all of the targets were required to be dealt zero damage, and of course which ones got off scot free was completely random.
I never quite got around to writing it down, because I never figured out how to template it properly. "Randomly choose a number less than or equal to X twice. Deal damage equal to the first number distributed randomly among a number of randomly choosen targets equal to the second number." Going to chime in and say that's a pretty good way to template it. I'm liking the submissions here so far and would love to see more.
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Post by Flo00 on Apr 11, 2021 18:10:26 GMT
Decades ago, I had an idea for a instant called Catherine Wheel that cost where EVERY decision was random:
only set the upper bound, the actual values were chosen randomly between 1 and X. After that value was set, then that many targets were chosen at random from among ALL possible targets. Then, that much damage was split randomly among the chosen targets, and the distribution of this damage was random. This could very well mean that some or all of the targets were required to be dealt zero damage, and of course which ones got off scot free was completely random.
I never quite got around to writing it down, because I never figured out how to template it properly. "Randomly choose a number less than or equal to X twice. Deal damage equal to the first number distributed randomly among a number of randomly choosen targets equal to the second number." I'm not sure if random targets is supported by the rules. Because you have to choose targets when you put the spell on the stack before you pay for it. So you could actually not pay for it when you know the targets and then the game rewind to the point before you cast it. Replacing "targets" with "creatures, planeswalkers and/or players" would probably work, although it sounds more akward. On a completely different note I never beat the Shandalar game. I think I managed to kill two or three of the evil wizards the most times and then got frustrated and quit. I'm really thinking about giving it another try now.
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Post by ameisenmeister on Apr 11, 2021 19:08:49 GMT
On a completely different note I never beat the Shandalar game. I think I managed to kill two or three of the evil wizards the most times and then got frustrated and quit. I'm really thinking about giving it another try now. Do you know where I can get the game from? This thread made me remember the fun I had with Magical Hack and cards like Lifeforce.
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Post by hydraheadhunter on Apr 12, 2021 5:21:03 GMT
I'm not sure if random targets is supported by the rules. Because you have to choose targets when you put the spell on the stack before you pay for it. So you could actually not pay for it when you know the targets and then the game rewind to the point before you cast it. Replacing "targets" with "creatures, planeswalkers and/or players" would probably work, although it sounds more akward. That's a good point, you can't choose targets as it's resolving... Then taking goblin test pilot as an templating example. "Randomly distribute Y damage among Z targets choosen at random. Y and Z are both randomly choosen numbers less than or equal to X."
This one's might be seen as less than ideal because it breaks out and uses Y and Z. I assume there's a reason wizards has so far only printed 5 cards using Y (two of them oracle texts) and one (silver border) card using Z (Also I can't believe they had to oracle the flavor text. That's funny as shit).
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Post by Flo00 on Apr 12, 2021 12:13:45 GMT
On a completely different note I never beat the Shandalar game. I think I managed to kill two or three of the evil wizards the most times and then got frustrated and quit. I'm really thinking about giving it another try now. Do you know where I can get the game from? This thread made me remember the fun I had with Magical Hack and cards like Lifeforce. Sadly, I don't know. I downloaded it at least 10 years ago from ... somewhere? Googling shandalar mtg download might help
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Post by ZephyrPhantom on Apr 13, 2021 3:51:15 GMT
Do you know where I can get the game from? This thread made me remember the fun I had with Magical Hack and cards like Lifeforce. Sadly, I don't know. I downloaded it at least 10 years ago from ... somewhere? Googling shandalar mtg download might help Fwiw back when the modded version existed I went for the Voltaic Key and Time Vault combo. It was really the only practical way to get around things like Power Struggle IMO. ameisenmeister - I'd suggest checking out the Slightly Magic Forums, which also serves as a hub for Forge and Xmage releases. You can also find Manalink 3.0 there which I believe is it own similar independent thing with the entire cardpool, and Shandalar 2012 which is a heavy overhaul that replaces all the enemy decks and adds a bunch of QoL UI tweaks. (Unfortunately, the modded Shandalar version with the entire cardpool no longer exists because of some old drama on the forums.) (Fwiw, I think this is an okay topic to openly discuss since it's abandonware, and for an extremely old game at that, but if another mod feels this is pushing it I will willingly delete this half of the post.)
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Post by ZephyrPhantom on Apr 21, 2021 5:21:58 GMT
Going to be 2 weeks since I posted this challenge as of tomorrow, so I'll be judging soon. Get your last minute entries in.
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Post by ZephyrPhantom on Apr 23, 2021 22:13:42 GMT
Well, I'd hoped for a few more entries. We got some pretty good ones though, so let's get to judging. dangerousdice - Legends was part of the game's cardpool after a few expansions and existed prior to the game's release so naming this just Nicol Bolas probably wouldn't have been wise. Naming it Nicol Bolas, Planeswalker on the other hand would've been perfect and feels like a really missed opportunity there. The deck also doesn't feel very well built even for a casual one - there are a lot of cmc>=4 cards in a deck full of 17 lands, which means what this deck will often do in practice is have you click through extra turns while it doesn't do anything, especially when it has to start on a 5 card hand. I understand it's not necessarily in the game's nature to have perfect or playable decks but at least bump the number of lands up to 24 so that the extra player has a chance to be somewhat useful. I think it would've been more interesting if the deck was more consistent but the life total was lower. The Amonkhet cards are a nice touch though and match the general lore of Bolas accumulating power on it as a backup plan. The idea is interesting overall but it feels very rough. sdfkjgh - Interesting that you include planeswalkers when Planeswalkers don't exist yet, but people still patch the pvp portion of Shandalar today with new cards so I guess it is fair game (or would be via errata, though in that case it could just be 'targets'). Feels a lot like Orcish Catapult but a lot more cleanly implemented and fun in a party-game way, plus the random damage and ability to hit players could make it an interesting card to run in its own right. I could see this card existing in Shandalar. Flo00 - I always didn't like that Ante cards were either just objectively busted ( Contract from Below) or borderline useless ( Timmerian Fiends). I think you did a good job at making a card that captures the idea that ante cards are more powerful for their risk but without making it extremely easy to just throw into any deck and make 10 times better. The ability pools also seem reasonable and I could see this card printed in Shandalar. Winner: Flo00
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Post by Flo00 on Apr 24, 2021 6:59:33 GMT
Thanks for the win ZephyrPhantom!
For the next challenge I'll just take the low-hanging fruit and say Strixhaven.
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Post by sdfkjgh on Apr 24, 2021 18:18:49 GMT
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Post by hydraheadhunter on May 17, 2021 11:08:46 GMT
Exchange StudentsTwo X, two red and a blue Sorcery Exchange control of X target pairs of creatures. Nora Exnqe's antics had never been appreciated by Primari staff; while Dean Uvilda had who suggested the exchange was certain they'd be less appreciated over at Silverquill, Silverquill's problems were very importantly not her problem.
Rulings (Defining "target pair of permanents"): - A target pair of permanents is a single target consisting of two legal member permanents.
- A legal member of a target pair of permanents is any permanent that would be a legal target for an effect from the same source that targeted permanents instead of pairs of permanents.
- Target pairs from the same effect maynot share members (Two target pairs must have exactly two members choosen uniquely from among four legal permanents).
- If a pair has one or fewer legal members, the pair becomes an illegal target.
- If a pair has three or more legal members, the pair becomes a quasi-illegal target.
- If two pairs share a member, the pairs both become quasi-illegal targets.
- Quasi-illegal targets are targets that are not currently legal, but may potentially become legal as their effect resolves.
- As an effect with quasi-illegal targets resolves, the controller of the spell removes quasi-illegal targets (or changes them by removing members) until no quasi-illegal targets remain.
- Example 1: A target pair of permanents has three members. The controller of the effect targeting this quasi-illegal pair removes one member from the pair, such that it has exactly two legal members. The pair becomes a legal target and the effect resolves without further issue.
- Example 2: Two target pairs share a member. The controller of the effect targeting this quasi-illegal pair 'fizzles' the first of these target pairs. The second target pair now has exactly two legal members that it shares with no other target pair, and the effect resolves without further issue.
- As a targetted pair is choosen, all its members are seen by replacement effects and triggers as becoming targeted.
- The individual members of a pair may be changed by effects which can change the target of effects targeting that member.
- Example 1: Spellskite can use an activation of its ability to change one member of a target pair of creatures to spellskite. Doing so may not create illegal pairs (you cannot change all members of a pair to spellskite) but it can create quasi-illegal pairs (you can change one member from each of two pairs to spellskite forcing an overlap in membership).
- Once decisions have made about quasi-illegal targets as part of the spells resolution, it is too late for any player to react using the stack, as the spell is in the process of being resolved.
- If the number of targets an effect targeting pairs of permanents would be changed, (eg: "If you would choose a target choose an addition target") this change is applied to the number of pairs targeted, not individual members.
- A spell targeting exactly one pair of permanents is a single target spell.
Card specific rulings:
- To exchange control of two creatures, those creatures must have different controllers. Pairs where both creature are controlled by the same player are legal targets for the spellq; but for such pairs, upon the spell's resolution nothing happens to either creature.
- All pairs exchange control at the same time. All triggered abilities are then added to the stack in ApNap order based on the new board state, and they see all see the same new boardstate.
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Post by Flo00 on May 17, 2021 18:55:51 GMT
Whoopsie. Missed on again. Judging tomorrow... I think? Or maybe we'll get some more entries?
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Post by Tesagk on May 19, 2021 17:14:23 GMT
I swear I came up with mine before seeing sdfkjgh 's entry! The design space for mine came from trying to explore some other possibilities for what Quandrix could have been centered around. A fellow MTG player was disappointed with most of what Quandrix offered and I sort of agree. While I know that WotC wanted to try and explore novel design spaces, I don't think they really achieved that with the iteration of Quandrix that we got, and I believe that a second delve into mutate mechanics could still have been novel enough to be fun. Quandrix Thesis (G,G/U,U) Sorcery (Uncommon) Until end of turn, creature spells in your hand have mutate. The mutate cost is equal to their mana cost. And gain, “when this creature mutates, draw a card and add (G) or (U).” A proper Quandrix thesis involved creating something novel which could impress not only other students, but the professors as well
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Post by sdfkjgh on May 20, 2021 14:29:27 GMT
hydraheadhunter: Your card specific ruling #1 isn't quite accurate. I'm pretty sure that if you Threaten an opponent's creature, then exchange that creature with another creature you control, you control the "borrowed" creature permanently.
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Post by Flo00 on May 20, 2021 15:45:24 GMT
hydraheadhunter: Your card specific ruling #1 isn't quite accurate. I'm pretty sure that if you Threaten an opponent's creature, then exchange that creature with another creature you control, you control the "borrowed" creature permanently. Comprehensive Rules 701.10b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing. I think hydraheadhunter is right there.
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Post by sdfkjgh on May 20, 2021 16:23:43 GMT
hydraheadhunter : Your card specific ruling #1 isn't quite accurate. I'm pretty sure that if you Threaten an opponent's creature, then exchange that creature with another creature you control, you control the "borrowed" creature permanently. Comprehensive Rules 701.10b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing. I think hydraheadhunter is right there. I must've gotten it confused with Bazaar Trader shenanigans.
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Post by Flo00 on May 21, 2021 8:24:09 GMT
Judging. {sdfkjgh}That's a creative way of choosing numbers. I like how this can check any player so you can potentially get something out of every mode even if you're hellbent and control no creatures. It's a bit strange that you allways get the best token and when you raise X, the additional tokens get worse.
{hydraheadhunter}You really put a lot of thought in how to target pairs of creatures. I'm a bit confused about what Rule 11 is trying to say. Your card has a good flavor. It's a more flexible Cultural Exchange. And I think actually a playable one. Good in singleplayer and even more fun in multiplayer. {Tesagk}Actually WotC made a point out of not giving each college an own ability to differenciate more from Ravnica. While I also agree that teh Quandrix designs are somewhat underwhelming, I think as a Quandrix card your design would go a little too far. Aside from that, I think your card is super fun and allows for a lot of crazy ideas (and probably also a lot of broken plays). The second part would be cleaner if it just granted the ability to all your creatures.
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Post by sdfkjgh on May 21, 2021 13:50:29 GMT
Thanks for the win.
Let's go completely , and say Mystery Booster platytest cards &/or Future Sight futureshifted cards. If you go with the latter, it's your choice if you use the futureshifted frame or not.
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Post by hydraheadhunter on May 21, 2021 14:26:00 GMT
{Spoiler}You really put a lot of thought in how to target pairs of creatures. I'm a bit confused about what Rule 11 is trying to say. Eleven is there to prevent spellskite shenanagains from getting to be too much nonsense. Say there exist seven creatures on the battlefield. Six mooks and a spellskite.
A1:A2, B1:B2, C1:C2, | S1 | You activiate Spellskite twice, changing a member of each of pair A and pair B to Spellskite
A1:S1, B1:S1, C1:C2, | A2, B2 | AS and BS are now both quasi-illegal targets because they share a member. Priorities pass and the spell begins to resolve.
A1:S1, B1:S1, C1:C2, | A2, B2 | You choose to remove AS as a target to the spell leaving the pairs BS and C as the active targets for the spell.
B1:S1, C1:C2, | A1, A2, B2
| Because the spell is already in the process of resolving, the owner of spellskite can no longer use the stack to interact with the spell.
B1:S1, C1:C2, | A1, A2, B2 | Bar special action shenagains, the spell resolves with target pairs BS and C. |
The purpose of rule 11 is to prevent excessive back and forth when finalizing the targets of the spell. Everyone gets one interact as much as they want with the spell and its targets and then its done: the spell resolves with whatever the spells controller decides the final targets of the spell are. I've played with people who play that type of oh, I don't like the decision you made, so I'm going to interfere with it again, and we're never going to resolve this damn spell until it happens exactly the way I want... and I'm just preemptively not having any of it. I'll admit a small misunderstanding of what special actions are and when players can take them made the rule less clean than it could have been. 11. Decisions that remove and change quasi-illegal targets happen during an effect's resolution. No player receives priority between any of those target legalizing decisions being made and the effect resolving with its final targets.And yeah, I had to put a lot of thought into how exactly to swap a pair of target creatures to keep that rules text clean and make room for that juicy flavor text (or more accurately, I saw how clean putting thought into some custom comp-rules would make the card so much cleaner; and didn't want to sacrifice that flavor text). Also I like diving in to the minutia, and was low-key excited to see a short dicussion break out about my rulings, it made my day.
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Post by hydraheadhunter on May 21, 2021 16:33:45 GMT
Witty ComebackA single X and a blue Imagine a crudely drawn Deadpool being self-aware. |
Sorcery Add U or draw a card. Shuffle up to X copies of Witty Comeback into your library (They do not fizzle.)FT: "What do you mean I'm on a blue card? That's just a bad design decision flavor-wise."
The idea with this card is to facilitate building a battle of wits deck during the game. You start with a deck of sixty and over the course of the game add 60 copies of witty comeback, play you one copy of battle of wits, shuffle your grave into your library, and win. Inefficient and pointless? Yes, but exactly the kind of experimental nonsense I'd expect to see in a playtest set? Also yes.
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Post by Flo00 on May 21, 2021 21:14:40 GMT
hydraheadhunter ah. Now I get it. -------------------- N-Headed Chronoid Creature - Elemental Modal spells you cast have entwine . (Choose all modes if you pay the entwine cost.)CARDNAME gets +1/+1 for each mode you chose this turn. TEST CARD - Not for constructed play 2/2
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Post by Tesagk on May 22, 2021 1:01:30 GMT
Veka, Bane of Vampires (1,R,W,B) Legendary Planeswalker - Veka (mythic) Whenever a human creature enters the battlefield, put a loyalty counter on Veka. (+1): Target permanent gains protection from vampires until the beginning of your next turn. (-3): Destroy target non-human creature. You gain life equal to its power. If it's a vampire, exile it instead. (3) I decided to look ahead at coming sets and make a future-sight card for Innistrad: Crimson Vow.
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Post by sdfkjgh on May 22, 2021 15:03:59 GMT
@teasgk: Since the ambiguous "play" has been restricted to only mean playing a land for the turn, do you mean whenever you cast a Human creature spell, or whenever a Human creature enters the battlefield under your control?
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