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Post by kefke on Sept 21, 2021 6:20:31 GMT
Random idea I had. Is it good? Probably not. Is it bad? Not really...
...and then there's this weirdness. Cyan mana is something I made for the Battle Boards, and I think that trying to give a new color its own distinct identity is great for understanding the color pie better. I am also 100% sure that this card needs a rewrite.
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Post by sdfkjgh on Sept 21, 2021 17:45:39 GMT
kefke: Primal Tutor is actually pretty good, it just needs some cleanup on the templating. Instead of "add it to your hand", you need to write "put it into your hand". Also, I like the idea of increasing the limits by one, but cyan is just a little too close to blue, both in terms of hue and what they can do; is already all about metamagic and increasing limits incrementally. Some possibly better colors to use would be pink, purple, orange, &/or brown.
It'd be nice to know more about your ideas for cyan, so I can get a better overview.
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Post by kefke on Sept 21, 2021 21:09:52 GMT
I'm going to directly copy what I put in my battle-boards thread;
It does have some overlap with Blue, but the idea is for there to be a bit of a "jack of all trades, master of none" dynamic. General strategy for a Cyan player would be to disrupt the opponent's tempo and delay their strategies while building up their own board. Use a lot of support cards, and play things out more like a strategy game. More aggro than Blue, but not as tricky or cut-throat as Black, Red's recklessness pushed toward Green ramping and enhancement, on White's well-Equipped armies...to describe it awkwardly, and probably not very well. One concept I've had for Cyan are first to take some of the less popular mechanics, and find new ways to use them, like phasing things out with a "does not phase in until X" condition, proliferating specific kinds of counters, using upkeep/echo to set up choice mechanics (for instance, the "cost" of drawing a card on something that either punishes card drawing or just has a drawback while on the board), and probably a lot of Rhystic-but-not-called-that (which, despite MaRo's 9 on the Storm Scale, is something that gets in most sets anyway). I'm also wanting to play up the technology aspect by favouring colored artifacts over enchantments. Possibly encouraging that in play with "attached artifacts matter" or enchantment hate/self-hate. There's also a mechanic I've come up with for Cyan, to play around with the design space of ability counters. It's basically Modular, but for abilities. (I probably should have used a keyword other than flying for this example... I had an idea for first strike, but I gave up on finding art of a squad of elves with fancy muskets.)
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Post by kefke on Sept 23, 2021 6:48:41 GMT
I was thinking it over a bit more today, and I came to the conclusion that it's actually pretty hard to make an extra color that doesn't see overlap with Blue. Blue is kind of the everything bagel of MTG colors. It's identity is broad, including concepts like water and sea creatures, air and sky creatures, illusion and trickery, but also altering time and the fabric of reality, curiosity and knowledge, psychic ability, black-border cards with effects that are "meta", being the friendliest color to artifacts, and just plain magic as a concept. It kind of acts as a catch-all category for things that don't fit anywhere else. Blue even gets a near-monopoly on countering spells. Where removal effects are typically divvied up among the colors, countering both spells and abilities are primary only in Blue. If a new color were going to get its identity taken from chunks of old colors, I would expect it to get a bigger slice off of Blue's pie than anyone else.
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Post by sdfkjgh on Sept 24, 2021 20:53:01 GMT
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Sept 25, 2021 1:06:35 GMT
I came up with this card type for this week's CotW (as I mentioned there), and I like it in concept. I imagine it's practically impossible to balance though.
There's not much here other than what the cards say - the banner to the left functions as a color identifier, and I decided to go the legendary route as opposed to creating a "tactic uniqueness rule". As flo00 mentioned, that actually doesn't work. Instead, tactics have the following rule: "You may only have one Tactic in the command zone. If another Tactic would enter the command zone, you choose one and put the other into your graveyard."
The idea for the second clause is that having effects that can search for Tactics and put them into your command zone would make it so you can run more than one tactic. (Even though in limited/constructed, you're still probably only going to play one. Commander on the other hand . . . )
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Post by Flo00 on Sept 26, 2021 1:38:27 GMT
I just read the story that involves "Icy" and thought, damn, I like that guy. Pity he died. Well, at least it inspired me to make a card for him. Ludenio "Icy" Nix Legendary Snow Planeswalker - Icy : Crate two 1/1 blue Elemental snow creature tokens. : Tap up to two target nonland permanents. They don’t untap during their controller’s next untap steps. : Return all nonsnow permanents to their owners’ hands. Each opponent gains an emblem with “Your maximum hand size is zero.” And yes, that typeline exactly fits on a card.
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Post by Flo00 on Sept 26, 2021 1:47:45 GMT
Vunik Correct me if I'm wrong, but your Tactics look like a version of conspiracies to me. So something like this should be ok in a limited environment. Legendary works only on the battlefield, so it doesn't really do what you want. You could make them work like the Hero cards and let them start on the battlefield. Even then, I would make a special rule for them and not make them legendary since you could abuse this to fill your graveyard with Sarcatog fodder on turn zero.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Sept 26, 2021 3:43:51 GMT
Vunik Correct me if I'm wrong, but your Tactics look like a version of conspiracies to me. So something like this should be ok in a limited environment. Legendary works only on the battlefield, so it doesn't really do what you want. You could make them work like the Hero cards and let them start on the battlefield. Even then, I would make a special rule for them and not make them legendary since you could abuse this to fill your graveyard with Sarcatog fodder on turn zero. Now that you mention it, yeah, they are kinda like conspiracies. And dang. Now that you mention it, of course it doesn't work that way. Hmm . . . in which case, yeah I'll create a custom ruling: "You may only have one Tactic in the command zone. If another Tactic would enter the command zone, you choose one and put the other into your graveyard."
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Post by sdfkjgh on Sept 28, 2021 16:19:22 GMT
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Post by kefke on Oct 2, 2021 14:53:45 GMT
CotW raised the question of giving colors that wouldn't normally have life gain a way to mitigate a "bleed" effect, and I had a very silly thought.
What if Red got impulse life gain, in addition to impulse card draw?
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Post by sdfkjgh on Oct 2, 2021 16:48:08 GMT
CotW raised the question of giving colors that wouldn't normally have life gain a way to mitigate a "bleed" effect, and I had a very silly thought.
What if Red got impulse life gain, in addition to impulse card draw?
Boy, that takes me back!
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Post by ZephyrPhantom on Oct 3, 2021 5:02:06 GMT
CotW raised the question of giving colors that wouldn't normally have life gain a way to mitigate a "bleed" effect, and I had a very silly thought. What if Red got impulse life gain, in addition to impulse card draw?
I'm legitimately curious - given the short-term focus of the color, could this effect be Cyan? You might even be able to unironically slip the performance-enhancing drug flavor in depending on how dystopian you want to get about it.
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Post by kefke on Oct 3, 2021 21:33:40 GMT
ZephyrPhantom - That's an interesting question. Generating a temporary resource would fit the bill in general concept of "risk-taking backed by preparation". On the other hand, there was a good reason why I made temporary life gain a silver-bordered card. I think that in the first place, for most purposes, temporary life gain would be indistinguishable from damage prevention. There are some exceptions, like trigger conditions and life costs, but overall I don't know if it would be worth a new mechanic. Which brings me to the second reason. The new mechanic. In silver-bordered, you can get away with the wording I used, because Silver allows the rules to be more flexible, and more accepting of players having to interpret what they mean on occasion. If you put it in Black Bordered, though, that same wording doesn't fly. How do you track which specific points of a player's life were lost, for instance? Black Border wordings need to be much more clear and specific, and to work within the recorded mechanics of the game. Trying to template an effect like temporary Life is going to end up having to be really complicated. It's the same reason that, as cool as Mary O'Kill's "switch" ability is, I wouldn't expect to see it out of Silver Border, and why Banding will likely never resurface outside of customs. It's a simple concept, but difficult to explain in Rules, and creates bookkeeping issues.
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Post by ZephyrPhantom on Oct 4, 2021 4:54:03 GMT
ZephyrPhantom - That's an interesting question. Generating a temporary resource would fit the bill in general concept of "risk-taking backed by preparation". On the other hand, there was a good reason why I made temporary life gain a silver-bordered card. I think that in the first place, for most purposes, temporary life gain would be indistinguishable from damage prevention. There are some exceptions, like trigger conditions and life costs, but overall I don't know if it would be worth a new mechanic. Which brings me to the second reason. The new mechanic. In silver-bordered, you can get away with the wording I used, because Silver allows the rules to be more flexible, and more accepting of players having to interpret what they mean on occasion. If you put it in Black Bordered, though, that same wording doesn't fly. How do you track which specific points of a player's life were lost, for instance? Black Border wordings need to be much more clear and specific, and to work within the recorded mechanics of the game. Trying to template an effect like temporary Life is going to end up having to be really complicated. It's the same reason that, as cool as Mary O'Kill's "switch" ability is, I wouldn't expect to see it out of Silver Border, and why Banding will likely never resurface outside of customs. It's a simple concept, but difficult to explain in Rules, and creates bookkeeping issues. What if we simplified it to make sense in black border? E.g. "Gain 5 life. At the beginning of the next end step, you lose 5 life." Makes for an interesting Sundial of the Infinite design too if memory serves...
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Post by sdfkjgh on Oct 4, 2021 17:43:25 GMT
'Tis the season...
Necrosferatu Creature--Vampire Zombie Wither, poisonous 3 Necrosferatu gets +2/+2 for each -1/-1 counter on it. Necrosferatu enters the battlefield with three -1/-1 counters on it. When Necrosferatu enters the battlefield, put a -1/-1 counter on each other creature. Each other creature enters the battlefield with an additional -1/-1 counter on it. Whenever another creature with a -1/-1 counter on it dies or is exiled from the battlefield, put a -1/-1 counter on Necrosferatu. , Sacrifice another creature with a -1/-1 counter on it: Necrosferatu gains flying and hexproof until end of turn. Activate only once each turn. 0/1
Sekki, Pronunciation's Guide: It's a long o sound, like in "necrosis". Since this is a Vampire we're dealing with, you want to avoid even sounding like "cross".
Inspired by eating a fully ripe starfruit that I got from a truck in front of my local Super King:
Fruit Elemental Creature--Elemental When you cast Fruit Elemental, create X Food tokens. Fruit Elemental’s power and toughness are each equal to twice the number of Foods you control. Whenever a Food you control leaves the battlefield, put a +1/+1 counter on Fruit Elemental. Sacrifice a Food: Fruit Elemental gains trample until end of turn. Activate only once a turn. */*
First rains of the Fall, I can finally relax and breathe again, thunder & lightning, I'm looking out my window at a beautiful, sunray-streaked cloudbreak, and this pops in my head:
Smite Unholy Instant Choose an artifact, enchantment, Phyrexian, Spirit, Vampire, Warlock, Werewolf, or Zombie permanent. Until end of turn, each permanent loses hexproof, shroud, and indestructible. Exile the chosen permanent.
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Post by sdfkjgh on Oct 6, 2021 20:23:19 GMT
Have an Un-/Playtest card:
Goblin Pyrophile Creature--Goblin Protection from fire (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything concepted as fire or fire-based.) 2/3
What, exactly, does this mean? Does it have fire, flame, burn, smolder, or any variations thereof in the name? Does the art depict flames? Is it a Flamekin or a Cinder? Honey badgerGoblin Pyrophile don't care.
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Post by kefke on Oct 6, 2021 20:38:10 GMT
Have an Un-/Playtest card:
Goblin Pyrophile Creature--Goblin Protection from fire (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything concepted as fire or fire-based.) 2/3
What, exactly, does this mean? Does it have fire, flame, burn, smolder, or any variations thereof in the name? Does the art depict flames? Is it a Flamekin or a Cinder? Honey badgerGoblin Pyrophile don't care. "by anything with fire in its text or art".
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Post by ZephyrPhantom on Oct 6, 2021 20:42:06 GMT
Have an Un-/Playtest card:
Goblin Pyrophile " style="max-width:100%;"] Creature--Goblin " style="max-width:100%;"] Protection from fire (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything concepted as fire or fire-based.) 2/3
What, exactly, does this mean? Does it have fire, flame, burn, smolder, or any variations thereof in the name? Does the art depict flames? Is it a Flamekin or a Cinder? Honey badgerGoblin Pyrophile don't care. Do FIRE design logic cards count here?
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Post by sdfkjgh on Oct 7, 2021 16:34:40 GMT
Have an Un-/Playtest card:
Goblin Pyrophile " style="max-width:100%;"] Creature--Goblin " style="max-width:100%;"] Protection from fire (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything concepted as fire or fire-based.) 2/3
What, exactly, does this mean? Does it have fire, flame, burn, smolder, or any variations thereof in the name? Does the art depict flames? Is it a Flamekin or a Cinder? Honey badgerGoblin Pyrophile don't care. Do FIRE design logic cards count here? We're already too broad and nebulously defined to avoid arguments and Judge calls, and you wanna make it even moreso?! Yknow what? Fine, fuck it. You can play with a house rule that says FIRE design is included. Just make sure that you tell players ahead of time.
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Post by kefke on Oct 10, 2021 0:57:42 GMT
Idea I had while trying to come up with interesting ways to use the Fortification mechanic.
Maintained Grounds Artifact - Fortification When ~ becomes attached to a land, choose a basic land type. Fortified land is the most recently chosen type, in addition to its other types. (Cards with a basic land type can tap to generate one mana of their associated color.) Fortify
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Post by Flo00 on Oct 11, 2021 23:34:02 GMT
Idea I had while trying to come up with interesting ways to use the Fortification mechanic.
Maintained Grounds " style="max-width:100%;"] Artifact - Fortification " style="max-width:100%;"] When ~ becomes attached to a land, choose a basic land type. Fortified land is the most recently chosen type, in addition to its other types. (Cards with a basic land type can tap to generate one mana of their associated color.) Fortify Maybe make it "As" instead of "when" like ETB color choosers, to avoid weird things like attach, trigger on stack, tap for one color, choose new color.
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Post by kefke on Oct 12, 2021 2:16:50 GMT
Idea I had while trying to come up with interesting ways to use the Fortification mechanic.
Maintained Grounds " style="max-width:100%;"] Artifact - Fortification " style="max-width:100%;"] When ~ becomes attached to a land, choose a basic land type. Fortified land is the most recently chosen type, in addition to its other types. (Cards with a basic land type can tap to generate one mana of their associated color.) Fortify Maybe make it "As" instead of "when" like ETB color choosers, to avoid weird things like attach, trigger on stack, tap for one color, choose new color. Ah, good catch!
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MonkeyChewToy
1/1 Squirrel
Back in the Saddle
Posts: 52
Favorite Card: Darksteel Relic
Favorite Set: Battlebond
Color Alignment: Blue, Green
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Post by MonkeyChewToy on Oct 12, 2021 2:40:40 GMT
Was experimenting with adding the voting mechanic from Conspiracy to a set I'm working on, and the design popped unbidden into my head with no place to put it. Enjoy. Legendary Creature — Vampire Noble Flying Vampire Noble creatures you control have "While voting, you may vote an additional time." (The votes can be for different choices or for the same choice.)
Every count votes. (5/5)
#sorrynotsorry
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Post by sdfkjgh on Oct 12, 2021 17:31:57 GMT
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Post by sdfkjgh on Oct 12, 2021 18:51:33 GMT
How about a much fairer "boardwipe"?
Teferi's Meditation Enchantment Flash This spell can’t be countered. When Teferi’s Meditation enters the battlefield, all creatures and all planeswalkers phase out until Teferi’s Meditation leaves the battlefield. Creatures and planeswalkers can’t enter the battlefield. Permanents can’t become creatures. Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Post by kefke on Oct 12, 2021 21:42:16 GMT
I was considering this for the CotW contest, but it just doesn't feel right.
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Post by sdfkjgh on Oct 18, 2021 1:03:09 GMT
I just lost against a deck running multiple "You control enchanted permanent" Auras, multiple Wraths, Triumphant Reckoning, Mizzix's Mastery, Waking the Trolls (how appropriate), and Authority of the Consuls. Oh, how I wish the following Un- card was completely legally binding:
Stop Being an Asshole! Instant Split second Choose a player. That person is forbidden from playing their current deck for the rest of their life. If this is the third time that person has been chosen in their life for spells named ~ for playing the same deck super-archetype, that person is forbidden from playing that super-archetype for the rest of their life. A person can't be forbidden from more than two super-archetypes. (Except for basic lands, they can't use any cards in that deck in any decks they play. Deck super-archetypes are Aggro, Combo, Control, Midrange, and Tempo.)
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Post by kefke on Oct 18, 2021 1:26:18 GMT
I would have gotten that played on me for my deck that was all about making copies of my Gideon planeswalkers (and copies of the copies) so that I could always fulfil the condition of "As long as you control a Gideon planeswalker, you can't lose the game, and opponents can't win the game."
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Post by sdfkjgh on Oct 18, 2021 18:31:56 GMT
Wave of Clumsiness Instant Until end of turn, all creatures gain trample and “If this creature would deal damage this turn, it deals damage to itself first.”
So, the way this works is to think that whenever a creature would deal damage, that creature is "blocking" itself, and the damage acts like it's trample damage. For example, let's say an opponent targets their 5/4 and your planeswalker with with a Thrash. In response, you cast Wave of Clumsiness. The 5/4 would first deal 4 damage to itself, then 1 damage to your 'walker.
Inspired by exhaustive lists, have a Sultai finisher (sort of their answer {as in "counterpart", not the Magic slang version of "answer"}) to Siege Rhino:
Regal Commander Creature--Naga Warrior Noble Skulk (This creature can’t be blocked by creatures with greater power.) Daunt (This creature can’t be blocked by creatures with power 2 or less.) Vigilance, trample 4/4
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