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Post by Lady Mapi on Feb 1, 2019 18:33:24 GMT
Speaking of face-down... Gravesigil Shaman - Creature - Zombie Shaman , T: Manifest a creature card from your graveyard. Face-down creatures you control are Zombies. 1/1
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Post by Xenagos on Feb 2, 2019 2:33:40 GMT
A couple of Addendum experiments --
Instant Burning Devastation deals X damage to each creature. Addendum — If Burning Devastation was cast during one of your main phases, it deals X damage to each creature target player controls instead.
Instant Return target spell or nonland permanent to its owner’s hand. Addendum — If you cast this spell during your main phase, each opponent can’t cast instant or sorcery spells during that player’s next turn.
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HvT
1/1 Squirrel
Fugitive Wizard - Jim Nelson
Posts: 98
Formerly Known As: Heads vs Tails
Favorite Card: Foil Island
Color Alignment: Blue, Red
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Post by HvT on Feb 3, 2019 7:58:19 GMT
Them addendum burn spell took a couple read throughs to realize the difference. I think it would be more intuitive if it was 'target creature' and ' Addendum - each creature'. Fair boardwipes hit both players. It's been so long since we've seen Koth... Koth, Forgemaster Planeswalker - Koth Starting Loyalty: Reveal the top card of your library. If its a land card, put it into your hand. Otherwise, ~ deals 2 damage to any target. Destroy target artifact or nonbasic land. Add . You gain an emblem with "Mana doesn't empty from your mana pool as phases and turns end." Would you say this is this on par with recent planeswalker power levels?
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Post by Tesagk on Feb 3, 2019 15:33:39 GMT
Trying to figure out the right templating for this: or or
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Post by Lady Mapi on Feb 4, 2019 4:26:22 GMT
Trying to figure out the right templating for this: or or So, what are you trying to do here? Do you just want to boost Lords? One thing you could try is... Lord of Lords - Legendary Creature - Human Knight Each other creature you control has an additional instance of each of its static abilities. 3/3 It might be a little strong, but I can't actually think of anything it'd break off the top of my head.
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Post by Lady Mapi on Feb 4, 2019 4:43:27 GMT
Hound of Idiocy - Creature - Hound Horror Menace At the beginning of each player's upkeep, Hound of Idiocy gains indestructible until end of turn if that player has no cards in their hand. 4/2 Given how much I enjoy Asylum Visitor, I kinda wish Rakdos had gotten cards that synergized with your opponents being forced into the topdeck war.
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Post by kefke on Feb 4, 2019 5:49:54 GMT
Trying to figure out the right templating for this: or or So, what are you trying to do here? Do you just want to boost Lords? One thing you could try is... Lord of Lords - Legendary Creature - Human Knight Each other creature you control has an additional instance of each of its static abilities. 3/3 It might be a little strong, but I can't actually think of anything it'd break off the top of my head. Well, the immediate break that comes to mind it something like Helm of the Host creating infinite recursion. Within two copies of the card you've got each one giving the other another copy of its static, which in turn gives it another copy of its static giving them another copy of their static...repeat ad infinitum.
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Post by gluestick248 on Feb 4, 2019 9:08:16 GMT
Trying to figure out the right templating for this: or or So, what are you trying to do here? Do you just want to boost Lords? One thing you could try is... Lord of Lords - Legendary Creature - Human Knight Each other creature you control has an additional instance of each of its static abilities. 3/3 It might be a little strong, but I can't actually think of anything it'd break off the top of my head. If it was worded like this, the game would need to track lots of stuff that doesn’t matter. Flying and other keywords especially come up every game. It also doubles your extra land drops from Oracle of Mul Daya and others, and negative static abilities like Geist-Fueled Scarecrow (and on the flip side, your own cost reductions like Goblin Warchief) Now that I think of it, Goblin Warchief would have 2 instances of the haste ability too, which I believe would give your Goblins quadruple haste.
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Post by Tesagk on Feb 4, 2019 15:56:23 GMT
If it was worded like this, the game would need to track lots of stuff that doesn’t matter. Flying and other keywords especially come up every game. It also doubles your extra land drops from Oracle of Mul Daya and others, and negative static abilities like Geist-Fueled Scarecrow (and on the flip side, your own cost reductions like Goblin Warchief) Now that I think of it, Goblin Warchief would have 2 instances of the haste ability too, which I believe would give your Goblins quadruple haste. So fast they're going backwards. Perhaps something like: Each other creature you control that has a static ability increasing power and/or toughness has an additional instance of each of those abilities.
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Post by kefke on Feb 4, 2019 16:02:33 GMT
FWIW, as far as I recall, the rules already cover that when an ability would be redundant (i.e. it doesn't stack), it does just nothing.
Edit: I looked it up to make sure I wasn't talking out my arse. It's handled on a case-by-case basis, but keyword abilities where multiples wouldn't just be additive - like flying, first strike, and haste - will list in the rules for the ability "Multiple instances of X are redundant."
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Post by sdfkjgh on Feb 4, 2019 23:35:11 GMT
Because "mana rocks":
Rock Polisher Creature--Dwarf Artificer Vigilance Whenever an artifact with a mana ability enters the battlefield under your control, you may draw a card. Whenever an artifact’s ability causes you to add one or more mana, add one additional mana of that type. 2/3
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Post by Daij_Djan on Feb 5, 2019 0:06:21 GMT
Change the text of other creatures you control by replacing all instances "+1/+1" with "+2/+2".
This does also apply to +1/+1 counters and similar, so I'm not sure if you'd really want to use it..
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Post by sdfkjgh on Feb 6, 2019 1:55:38 GMT
Conduit of Mana Creature--Elf Shaman When Conduit of Mana enters the battlefield, add three mana in any combination of types. Until end of turn, you can’t cast spells. 2/2
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HvT
1/1 Squirrel
Fugitive Wizard - Jim Nelson
Posts: 98
Formerly Known As: Heads vs Tails
Favorite Card: Foil Island
Color Alignment: Blue, Red
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Post by HvT on Feb 7, 2019 6:40:49 GMT
I've had planeswalkers on the mind lately and nothing to do with them. Concept for a sparker planeswalker, trying to pull from ob nixilis's backstory where he sacrifices his comrades for a ritual that ends the world. Ob Nixilis the Conqueror Legendary Creature - Human Warrior Menace Sacrifice two other creatures: Draw a card. If you control no other creatures, exile ~, then return him to the battlefield transformed under his owner’s control. 4/2 // Ob Nixilis Worldender Legendary Planeswalker - Nixilis Starting Loyalty: : If you control no creatures, create a 5/5 black Demon creature token with flying. : Target opponent chooses up to one creature they control, then sacrifices the rest. : Target opponent gains an emblem with "At the beginning of your end step, sacrifice a creature. Then, if you control fewer creatures than each opponent, you lose the game."
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Post by sdfkjgh on Feb 8, 2019 23:17:24 GMT
MaRo has said that the Relentless Rats ability can show up in any color. Here's my prediction for :
Thaumkeeper Creature--Centaur Druid Haste When Thaumkeeper enters the battlefield, for each permanent you control named Thaumkeeper, add one mana of any type. A deck can have any number of cards named Thaumkeeper. 3/2
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xylophone
1/1 Squirrel
Posts: 51
Favorite Card: Hymn to Tourach
Color Alignment: White, Blue, Black
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Post by xylophone on Feb 9, 2019 2:02:15 GMT
Creature — Demon Flying, lifelink Whenever an opponent loses life, you lose that much life and you draw that many cards. 5/3
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Post by Lady Mapi on Feb 10, 2019 3:06:49 GMT
This time, on bad idea theater... Charnel Energies - Instant - Delve Add
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Post by sdfkjgh on Feb 10, 2019 7:12:47 GMT
This time, on bad idea theater... Charnel Energies - Instant - Delve Add That...actually seems reasonable.
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Post by kefke on Feb 10, 2019 8:14:30 GMT
This time, on bad idea theater... Charnel Energies - Instant - Delve Add That...actually seems reasonable. It still has the potential to drop something big on turn 1, but I like it. Thing is, I could see it being hellish in Madness decks.
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Post by sdfkjgh on Feb 10, 2019 19:20:10 GMT
That...actually seems reasonable. It still has the potential to drop something big on turn 1, but I like it. Thing is, I could see it being hellish in Madness decks. Turn 1 how? In order to get full value, you'd need to exile 3 cards. Unless you're playing Vintage or Legacy, I don't see that happening turn 1. And if you are playing Vintage or Legacy, then Lady Mapi's card isn't the most broken thing you're doing in those formats.
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Post by kefke on Feb 10, 2019 19:45:49 GMT
I think I misread the card. It was like 1am when I posted that.
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Post by sdfkjgh on Feb 11, 2019 22:26:07 GMT
Listening to Drive to Work #609: Designing Direct Damage, round about the 40:00 mark, I was inspired to make this:
Gouging Bite Instant Target creature you control gains wither until end of turn. It deals damage equal to its power to another target creature or planeswalker.
More inspiration from today's Drive to Work episodes, this one from #610: Bends and Breaks, at around 25:11, and going from there to an entire cycle. I could only find appropriate art for two of them, unfortunately. I intentionally made them colored, as it seems like an interesting twist. In order of imagining:
Nature Preserve Land Nature Preserve enters the battlefield tapped unless you control a creature. Nature Preserve can’t be untapped unless you control a creature. : Add one mana of any type.
Artificer's Lab (I'll never be able to get the pun of Artificer's Lab being a dog out of my head.) Land Artificer’s Lab enters the battlefield tapped unless you control an artifact. Artificer’s Lab can’t be untapped unless you control an artifact. : Add one mana of any type.
Pyromancer's Firing Range Land Pyromancer’s Firing Range enters the battlefield tapped unless you’ve cast an instant or sorcery spell since your last turn began. Pyromancer’s Firing Range can’t be untapped unless you’ve cast an instant or sorcery spell since your last turn began. : Add one mana of any type.
Necromancer's Cemetery Land Necromancer’s Cemetery enters the battlefield tapped unless a creature or planeswalker died or was exiled since your last turn began. Necromancer’s Cemetery can’t be untapped unless a creature or planeswalker died or was exiled since your last turn began. : Add one mana of any type.
Angel's Aerie Land Angel’s Aerie enters the battlefield tapped unless you’ve gained life since your last turn began. Angel’s Aerie can’t be untapped unless you’ve gained life since your last turn began. : Add one mana of any type.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 12, 2019 20:22:13 GMT
Deus Ex Flammarum 1RR Sorcery R Choose one – • Destroy target artifact or nonbasic land. • Deus Ex Flammarum deals 4 damage to target creature or planeswalker. If it would die this turn, exile it instead. For goblins, fire is the ultimate solution.
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Post by kefke on Feb 12, 2019 20:53:09 GMT
sdfkjgh - It feels like Green and Blue really get off easy on that cycle of lands. Everyone else has to actively keep doing something to get use of their lands, but those two reward you just for having something. Something that there is a good chance you would be trying to have in play anyway.
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Post by sdfkjgh on Feb 12, 2019 21:46:46 GMT
sdfkjgh - It feels like Green and Blue really get off easy on that cycle of lands. Everyone else has to actively keep doing something to get use of their lands, but those two reward you just for having something. Something that there is a good chance you would be trying to have in play anyway. I can understand that. But how would you fix the cycle? I mean, for , you could have it key off of controlling an enchantment, but that still leaves & . Would love to hear your ideas.
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Post by sdfkjgh on Feb 12, 2019 21:50:01 GMT
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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 Feb 12, 2019 23:57:00 GMT
kino make grul card
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Post by kefke on Feb 13, 2019 0:04:22 GMT
sdfkjgh - It feels like Green and Blue really get off easy on that cycle of lands. Everyone else has to actively keep doing something to get use of their lands, but those two reward you just for having something. Something that there is a good chance you would be trying to have in play anyway. I can understand that. But how would you fix the cycle? I mean, for , you could have it key off of controlling an enchantment, but that still leaves & . Would love to hear your ideas. I think I'd probably make the cycle all work off creatures, but tie it either to types, or to a keyword ability that commonly appears in each colour.
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Post by kefke on Feb 13, 2019 0:40:21 GMT
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Post by burntsquirrelman on Feb 13, 2019 16:18:46 GMT
I can understand that. But how would you fix the cycle? I mean, for , you could have it key off of controlling an enchantment, but that still leaves & . Would love to hear your ideas. I think I'd probably make the cycle all work off creatures, but tie it either to types, or to a keyword ability that commonly appears in each colour. Here's an idea: : Gain 3 or more life... : Drawn 1 or more cards beyond the first you draw each turn... : Creature or Planeswalker die... : Dealt 4 or more damage with instants or sorcery : Had 2 or more creatures enter the battlefield.
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