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Post by burntsquirrelman on Feb 15, 2019 17:46:21 GMT
I found this site again, and remembered how much I loved all of his art and stuff. Check it out, there's a lot of cool things.
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Post by kefke on Feb 15, 2019 17:47:11 GMT
I'd like to introduce everyone to the single worst thing I've ever made. ...I'm not sorry.
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Post by sdfkjgh on Feb 15, 2019 23:07:22 GMT
I'd like to introduce everyone to the single worst thing I've ever made. ...I'm not sorry. Dear sir or madam,
I wish to inform you that you are hereby the winner of one (1) Internet. Use it however you choose, but please remember to choose wisely. Congratulations.
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Post by kefke on Feb 16, 2019 0:54:11 GMT
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Post by Lady Mapi on Feb 16, 2019 7:42:08 GMT
Green Is Not A Creative Color (Silver bordered) - Enchantment - Whenever a player casts a green noncreature spell, counter it. That player may search their library for a basic land card, reveal it, and put it on the battlefield. Then they shuffle their library. Green creatures lose all abilities and gain +2/+2. "Green is just big dumb creatures and land ramp, right?" Master Sao Lin - Legendary Creature - Human Monk Haste, Vigilance Prevent all damage that creatures would deal to Master Sao Lin. If damage is prevented this way, Master Sao Lin deals that much damage to that creature's controller. 2/2 A bit of a color-pie bend, but... Heart of Battle - Instant Target creature you control fights target attacking or blocking creature. "I can think of no better setting for a duel than amongst the chaos of battle."
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Post by Flo00 on Feb 16, 2019 16:04:53 GMT
Untouchiq Creature - Illusion Permanents you don’t control have shroud. 3/3
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Post by sdfkjgh on Feb 17, 2019 3:08:34 GMT
Inspired by a line from the most recent episode of The Blacklist (General Shiro), "I don't know if he's damning by faint praise, or praising by faint damnation.":
Damning Via Faint Praise Instant Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more— • Creatures target player controls get +1/+0 until end of turn. • Destroy each creature with power of 3 or greater. This mode costs more to choose.
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Post by Flo00 on Feb 17, 2019 5:42:50 GMT
During a card search I stumbled upon Chaos Moon and thought "That's a terrible card. You have to count ALL permanents EACH upkeep." So naturally the next question in my head was "How can I make something even worse?" Chaos Mage Creature - Wizard At the beginning of your upkeep, if you have an odd number of cards in hand, discard a card at random, then draw two cards. Otherwise, discard your hand, draw that many cards plus one and transform Chaos Mage. 3/2 -------------- Chaos Vortex Enchantment At the beginning of each player’s upkeep, if the number of permanents that player controls is even, that player creates a double-faced token that’s a copy of a random double-faced permanent and that token enters the battlefield with its front face up. Otherwise, that player shuffles a random permanent they control into their library, reveals the top card of their library and puts it onto the battlefield if its a permanent. - It counts a different set of permanents each upkkep (so you can't track it that easily without recounting). - It changes that number when it resolves. - It creates potential copies of itself. The only way I imagine I could make this worse was if I let players make piles on every resolution, but that was overcomplicated and wouldn't fit the caqrd. And speaking of piles, here is the baby child of Warp World and Whims of the Fates: Warp of Fate Sorcery Each player separates the permanents they control in two piles. For each player choose a random of those piles. Each player shuffles all permanents he or she owns in a pile chosen this way into his or her library, then reveals that many cards from the top of their library. Each player puts all permanent cards revealed this way onto the battlefield, then puts all cards revealed this way that weren’t put onto the battlefield on the bottom of their library in a random order.
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Post by kefke on Feb 17, 2019 10:46:17 GMT
I like the chaos, but rules as written, it wouldn't work.
So you can't make a token that transforms, unfortunately.
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Post by Lady Mapi on Feb 17, 2019 22:10:52 GMT
Wind-Up Knight - Artifact Creature - Knight Vigilance Wind- Up Knight is not a creature as long as it is tapped. 2/2
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Post by kefke on Feb 18, 2019 8:47:35 GMT
Wind-Up Knight - Artifact Creature - Knight Vigilance Wind- Up Knight is not a creature as long as it is tapped. 2/2 I feel like taking this a step further. Give it a tap ability that would be detrimental normally, such as ", THIS deals 1 damage to you."
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Post by Flo00 on Feb 18, 2019 15:42:35 GMT
So you can't make a token that transforms, unfortunately. I was aware of that. New cards come up with new rules for things all the time. Ans Chaos Mage/Vortex is no exception. It just needs a little rules adjustment to make it work. Also there is So when the card sais that there is a double-faced token, then there is a double-faced token.
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Post by kefke on Feb 18, 2019 16:25:32 GMT
So when the card sais that there is a double-faced token, then there is a double-faced token. That's what I normally operate on myself. However, in this case I think the key word in the Golden Rule is the "directly" part. Since the card doesn't specify that the copying works differently than normal, it's assumed that it would not. The default is that when it's not face-up, the opposite side of a card mechanically doesn't exist. As I understand it, you would need to specify that a double-faced token copies the card back of the card it is copying, and that it is able to transform, for the Golden Rule to override the normal game mechanics.
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Post by burntsquirrelman on Feb 19, 2019 18:49:21 GMT
Now that we have confirmation that any color can get "A deck can have any number of..." and proof of this with Persistent Petitioners, I thought to myself to make such a card for a different color.
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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 19, 2019 20:26:04 GMT
You don't need to search your graveyard. The only reason Surgical Extraction has that clause is because it would be too wordy to use the proper verb for each zone. It should probably say "Tap four untapped spiders you control: Return target card in your graveyard named Arachnus Web to the battlefield attached to target creature."
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Post by burntsquirrelman on Feb 20, 2019 5:59:08 GMT
You don't need to search your graveyard. The only reason Surgical Extraction has that clause is because it would be too wordy to use the proper verb for each zone. It should probably say "Tap four untapped spiders you control: Return target card in your graveyard named Arachnus Web to the battlefield attached to target creature." Yeah, I noticed after I had posted it. I had just grabbed the text from Arachnus Spinner and removed the library part of it.
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Post by sdfkjgh on Feb 20, 2019 23:50:44 GMT
Now that we have confirmation that any color can get "A deck can have any number of..." and proof of this with Persistent Petitioners, I thought to myself to make such a card for a different color. MaRo has said that cards that specifically reference other cards are usually no less than . Considering your card is a way to repeatedly recur creature removal, I'd err on the side of caution by increasing its rarity. Other than that, it's a nicely designed card. I'd love to get your feedback on my guess for "A deck can have any number of" in .
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Post by sdfkjgh on Feb 22, 2019 20:33:32 GMT
How about a nice fuse split card:
Rebuild the Past Sorcery Multikicker (You may pay an additional any number of times as you cast this spell.) Return target artifact card from a graveyard to the battlefield under your control, then do it again for each time Rebuild the Past was kicked. Fuse (You may cast one or both halves of this card from your hand.) Renew the Present Sorcery Multikicker (You may pay an additional any number of times as you cast this spell.) Return target enchantment card from a graveyard to the battlefield under your control, then do it again for each time Renew the Present was kicked.
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Post by voltaic-qui on Feb 23, 2019 17:29:43 GMT
How about a nice fuse split card:
Rebuild the Past Sorcery Multikicker (You may pay an additional any number of times as you cast this spell.) Return target artifact card from a graveyard to the battlefield under your control, then do it again for each time Rebuild the Past was kicked. Fuse (You may cast one or both halves of this card from your hand.) Renew the Present Sorcery Multikicker (You may pay an additional any number of times as you cast this spell.) Return target enchantment card from a graveyard to the battlefield under your control, then do it again for each time Renew the Present was kicked. I think this would be a lot better with the two halves as one card which costs - I don't think it's worth fusing this. (Fuse in general is a severely overrated mechanic that I wish I never saw again, but I know I'm in the minority here.)
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Post by kefke on Feb 23, 2019 19:01:37 GMT
How about a nice fuse split card:
Rebuild the Past Sorcery Multikicker (You may pay an additional any number of times as you cast this spell.) Return target artifact card from a graveyard to the battlefield under your control, then do it again for each time Rebuild the Past was kicked. Fuse (You may cast one or both halves of this card from your hand.) Renew the Present Sorcery Multikicker (You may pay an additional any number of times as you cast this spell.) Return target enchantment card from a graveyard to the battlefield under your control, then do it again for each time Renew the Present was kicked. I think this would be a lot better with the two halves as one card which costs - I don't think it's worth fusing this. (Fuse in general is a severely overrated mechanic that I wish I never saw again, but I know I'm in the minority here.) I think fuse has its place, but in this case I agree. The sheer amount of mana that it would cost to cast these spells fused would outweigh the benefits of combining them, but either half would be undercosted if they didn't cost so much up-front. That said, mixing and generic mana always feels awkward to me. I'd personally go something like... Return up to X target artifacts and up to X target enchantments... EDIT: That, or keep the original cost and kicker (or at least keep it close), but amend the effect to "Return target artifact or enchantment..."
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Post by kefke on Feb 24, 2019 21:31:12 GMT
So, basically World permanents are legendary on steroids. Instead of each player only being able to control one copy of each given name, there can only be one of any name in the entire game at a time, period. Wizards don't make world spells anymore, and when they did, they only ever used it on enchantments. However, the modern wording of the rule still exists, and allows for other kinds of world cards. This led me to the following insanity.
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Post by burntsquirrelman on Feb 25, 2019 17:02:39 GMT
So, basically World permanents are legendary on steroids. Instead of each player only being able to control one copy of each given name, there can only be one of any name in the entire game at a time, period. Wizards don't make world spells anymore, and when they did, they only ever used it on enchantments. However, the modern wording of the rule still exists, and allows for other kinds of world cards. This led me to the following insanity. I actually think this has a lot of potential. The main reason World as a Super Type was abandoned was because of the fact that it was a built in self-removal clause, and the effects of the World cards were...sub par. This uses the World clause to its advantage. It still has many potential problems, makes the rules that much more convoluted, and is generally wordy, but I still think it's really cool and is very inspiring.
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Post by Tesagk on Feb 25, 2019 18:58:27 GMT
kefke: Man, I got so much shit for my attempt at field mechanics. That being said, I'd love to see the World supertype be done in a meaningful way for the game.
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Post by Fleur on Feb 25, 2019 19:18:47 GMT
Hmmm wondering if I can fix World somehow (When another retrograde creature enters the battlefield under your control, sacrifice this.) Soul Slicer Retrograde Creature - Human Soldier Haste When CARDNAME dies, put a +1/+1 counter on target retrograde creature you control. It gains haste until end of turn. 1/1 Tattered Avenger Retrograde Creature - Warrior First strike, lifelink CARDNAME enters the battlefield with a +1/+1 counter on it if a retrograde creature you control died this turn. 2/2 Ancestral Archivist Retrograde Creature - Scholar , Discard a card, : Draw three cards. When CARDNAME dies, draw three cards if you control another retrograde creature. 2/3 Unfailing Trickster Retrograde Creature - Rogue Double strike, haste Whenever CARDNAME attacks, you may discard two cards. If you do, draw two cards. 1/2 Singularity Sorcery Exile all nonretrograde creatures.
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Post by sdfkjgh on Feb 25, 2019 19:20:31 GMT
Painful Mourning Enchantment--Aura Enchant creature card in a graveyard At the beginning of enchanted card’s owner’s upkeep, that player loses life equal to enchanted card’s power plus its toughness plus its converted mana cost.
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Post by kefke on Feb 25, 2019 19:43:29 GMT
kefke : Man, I got so much shit for my attempt at field mechanics. That being said, I'd love to see the World supertype be done in a meaningful way for the game. I'm a big fan of a lot of old mechanics. World especially has a really cool flavour, for all that it was never really used to full effect. So I share your sentiments. I think there's a lot of potential with the idea of things so big that only one of them can exist at a time.
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Post by voltaic-qui on Feb 26, 2019 1:24:36 GMT
kefke I like the idea of bringing World permanents back. I don't like this card at all - a 15/15 that can't attack or block with cumulative upkeep, that isn't Legendary? Sad. (Honestly, a set where dueling gods are represented by World creatures sounds so cool.) sdfkjgh This will randomly dome your opponent for 13 every upkeep if they're running a Thragtusk (or a similar fair midrange creature) and probably do nothing against unfair decks it's meant to dunk on because they'll just reanimate their Griselbrand before they can die. ...this gives me a (probably terrible) idea. Halfway to Hell Sorcery (rare) Put target creature card from a graveyard onto the battlefield under its owner's control. That player's life total becomes 10.
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Post by kefke on Feb 26, 2019 4:08:16 GMT
kefke I like the idea of bringing World permanents back. I don't like this card at all - a 15/15 that can't attack or block with cumulative upkeep, that isn't Legendary? Sad. (Honestly, a set where dueling gods are represented by World creatures sounds so cool.) Well, in fairness being 15/15 is still relevant for spell effects, and for "fights" effects in particular. It's cumulative upkeep is , meaning it's really just there as a way to give it a counter every turn and the ability to die when the controller chooses without having to devote extra card space to either effect. As for it not being Legendary, that was done both because it would have made for a very crowded typeline, and because it's redundant. The way the World supertype works, the world rule will always take precedence over the legend rule. I threw in the line about being able to be your commander to make up for this, so I think the only thing it loses is not being considered historic. I wonder if it's a reasonable assumption that World isn't included as a "historic" type simply because new World cards aren't being made, though? Halfway to Hell Sorcery (rare) Put target creature card from a graveyard onto the battlefield under its owner's control. That player's life total becomes 10. This feels like a very weird balance point. If used on yourself, it's a fairly costly way to get a creature out, that gets less punishing and more rewarding the closer you are to losing. However, it also works on an opponent's creatures, meaning that for three mana and giving them their weakest creature back, you can set their life to ten. Not even ten damage, just "Your life is ten, now." with no option to prevent or redirect.
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Post by gluestick248 on Feb 26, 2019 12:43:53 GMT
Halfway to Hell Sorcery (rare) Put target creature card from a graveyard onto the battlefield under its owner's control. That player's life total becomes 10. This can also gain you life if you’re low
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Post by sdfkjgh on Feb 26, 2019 18:51:55 GMT
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