Tutors (and not just Black) edition!
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>Mechanics doc (For the making of color pie appropriate cards)
>Q: Can there be a sixth color?
>Q: What's the difference between multicolor and hybrid?
>Q: What is precedence?
>Stitch cards together with
>/ccg/ sets (completed and in development)
Tutoring (and library manipulation in general) is solidly monoblue now, according to Maro.
Another common mistake I see in these threads are polymorph effects outside of blue.
>Tutoring (and library manipulation in general) is solidly monoblue now, according to Maro.
That sounds like pure bullshit. In the last block, none of the tutors were mono-Blue. Unless you're using some weird definition of "tutor" to mean "tutor without any restriction". A tutor is just something that searches for a card in your library, regardless of the restrictions placed on it.
>Another common mistake I see in these threads are polymorph effects outside of blue.
I'm actually all for seeing Green get polymorph. I'm also all for seeing Blue lose it's bullshit one-way exile under the lazy pretense that it's "fixing" Pognify-style polymorph. Stop being lazy and biased for Blue, Maro.
I'd make Anything work like Cruel Tutor and put the card on top of your library, and have Everything draw a few cards.
Interesting. I like how it has to be used for something you can cast right now, rather than saving it for later. Very awesome way of combining colors.
Yes, I do really like Black's ability to steal cards from your opponents.
Lands are colourless, true. This anon has designed one that isn't. Just like creatures are only coloured if they have coloured mana in their cost or it's otherwise indicated. Anon's card is perfectly fine. Just because traditionally most lands (with the exception of Dryad Arbor) have been colourless, doesn't mean that all lands ever have to be. The entire point of Anon's design is probably that it is coloured.
Spectacular. I love impulse effects, and slapping it on a trampler is delicious.
I'm not a fan of Absorb, but this is a neat use for it.
Lovely. Bestow was such a neat idea it's nice to see someone habitually having fun with it.
Neat idea, but it reads a bit wonky, since the two effects aren't nearly symmetrical, unlike most Bestow cards.
Yeah. Most people's hatred of Polymorph and its ilk is that it exiles/destroys, and this fixes that. Blue is better off shuffling thoughts around and picking brains to replace one thing with another anyway; effects like this also hearken to Black's extraction stuff too, so you can play with it in UB as well. I just think it works better, and leaves exile/destroy: make new creature stuff to green where it belongs.
It's almost as bad yes, but its one of those mechanical distinction things, like damage and life loss with red and black respectively. They can both have instants that make a player lose 3 life for one mana, but black has to word it one way and red another. Same deal here, really.
It does however put creatures into their owner's libraries X cards from the top/onto the top, so is it really so different if I do that then force a shuffle to prevent Scry exploiting then do the reveal thing? I don't think its worth the wordiness and jumping through the extra hoop to add a step that's mechanically sound but unnecessary because of another step that happens in the effect.
But then you're using two different abilities. It's like a bounce to library and mill 1 - you'll never see them both on a mono blue card.
This is all a moot point though, as blue can totes destroy/exile creatures if it replaces it with another. (Yay blue!)
>It's like a bounce to library and mill 1 - you'll never see them both on a mono blue card.
We just haven't seen it yet. It's mechanically possible as well as soundly blue. We have a green "can't be blocked except by creatures with flying and reach" creature in green, which is the same deal.
This really makes it seem like you're trolling.
Since losing the game happens as a state-based effect at any moment you meet a condition for losing (that is, they don't use the stack, they happen immediately), this is practically impossible to set up.
In fact, the only situation I can think of where this would ever win you the game is if your opponent attacks you for lethal non-infect damage AND lethal infect damage during the same combat phase, putting you at 0 life and having 10 poison counters when state-based effects are checked after combat damage resolves.
corrected the flash flying stuff. probably it doesnt work, maybe if its ability was only until end of turn and makes you unlosable until end of turn, be something like "if you would lose the game this turn for two or more reasons..." and then, "at end of turn you lose if you didnt lose twice or more"
Requesting feedback on an idea. Making a Pirate set, want to base some creatures on what happened back then.
When this creature enters the battlefield, you may search for a Pirate creature card, reveal it, then put it in your hand.
>Captain Skull and Bones
Undying, First Strike, Deathtouch
All other creatures gain haste and +1/0.
Delaying the SBAs could work, I think. Word it like this:
"When ~ enters the battlefield, until end of turn, you can't lose the game. Then, at the beginning of the next end step, if you would have lost the game more than once this turn, you win the game instead."
I am not 100% on it but maybe it works. It also feels more BW honestly, but maybe that's just me.
This basically reads "Destroy target creature" in blue.
Just because a color can do the in-color individual parts doesn't mean it should be able to do the out-of-color end result with a single card.
Also don't do "put target creature on top of it's owners library. That player puts the top card of their library into his or her graveyard."
That has to be blue and black.
The wording is a bit awkward.
Maybe "put target creature card in a graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the life lost by target player this turn"? Or did you try that one already?
Red hasn't done that since old-borders. And it needs to cost like four.
Make it green.
*All* other creatures?
Separate the 'of the kicker cost was paid' into a new paragraph.
Single target Infinite Reflections.
Maybe 2U? Clones all cost 3U with no downside, how much mana is a card worth?
For what purpose?
This feels RW. You could probably justify in white, but it'd rock solid in Boros colors
Assuming you're the same guy, I'm loving what you're doing with Bestow.
That's cheating. You should be ashamed. The second mode is technically blue, but the first mode is almost exactly Murder, which is not kosher at all. Here's a tip: use Entwine.
Oh, and there's also this, which I think is a neater design.
Pity there's not much design space in off color entwine.
I had something similar to that but it wasn't as succinct. That reads a bit better, but I'll change it to "target opponent" since I don't want it to be so easy to use by its controller.
Now, I didn't make the card, but it's basically just Orchard Spirit/Spire Tracer levels of mechanical manipulation. I don't think it's that big a deal as a funny one-off or even in a set where blue is allied with black, but it's still a monoblue card.
Just countering the spell was too weak, so I amped the effect up a bit.
OK, a lot.
Should this be WUB or just 1UB?
>envoyofghosts asked: What is the justification for cards like Orchard Spirit and Spire Tracer that are basically flying in green? They seem cheaty.
>I agree 100%. I don’t like faux-flying in Green.
I mean, there's obviously some dissent in R&D over this, but honestly, blue has enough of the pie as is. Don't let them Murder stuff as well.
I think even though you are planning on this coming out repeatedly in EDH, it's still "when", not "whenever" for the ETB clause.
I think you can just leave it as UB, but I'd make it cost UUB myself. Hell it could be monoblue probably but UB is safer since it sacs itself to do things.
I mean I don't expect them to exist all over the place which is why I put a qualifier on my statement. Orchard Spirit and Spire Tracer aren't ruining anything, and neither would Vanish. It'd just chafe some people. Is it better off being a multicolored spell? For flavor and balance, yes. But sometimes colors can do things they shouldn't be able to do via loopholes, and once in a while, if used right, it can work. It's not something an entire set should be dedicated to or anything though, I don't think, considering Time Spiral and its ilk as an exception.
Correct, it should be "when" not "whenever".
"When" is used for things expected only to happen one time upon being on the battlefield. "When ~ dies", "When ~ enters the battlefield", "When ~ (does something), you may sacrifice it".
"Whenever" is used for things that can happen multiple times on the battlefield. "Whenever ~ becomes untapped", "Whenever ~ attacks", "Whenever ~ becomes the target of a spell".
If you want to build up a card name list, you'd need to refer to "card names chosen with cards named ~." I think this would be better as a keyword ability/action, where you can bury the technical details in the comp rules.
Always hated cards like this because the obvious solution is to just not block it and take 1 damage.
Not a statement about your card, because it's decently designed and balanced, and there's a precedent for it as well. Trample outside of green is odd though.
the trample is so with iroas (giving menace) the defender is almost certainly taking damage. it is tertiary rw as far as i know, maybe there's a better way to do it though. when blocked, deal 1 to defender per blocker, maybe?
I thought if you do that you will only exile everything and nothing else. "At the beginning of your upkeep, if you casted it from your hand" i dont know if the wording is wrong but i want to prevent those flashings
You should at least pseudokeyword your name a card effect, like how conspiracy does.
Using a pseudo doesn't have any meaning, but it calls attention to it so everyone will know what it does.
"exile... each other permanent you control, your hand,
Oxford comma, it's importantand all cards from your graveyard."
You need to put a counter on him if you cast ~ from your hand. That's the only way the game has to remember if that's how he entered.
By 'each color' do you mean "If each of your devotions to white, blue, red, back, or green are less than three?"
That's kind of hard to template.
"Whenever ~ becomes blocked, it gains trample and gets +X/+Y for each creature blocking it until end of turn."
Red Akroma, Archetype of Aggression, all of the Spark Elemental variations, Orgg.
Here's my attempt at the white alternate win con maniac
This kinda exists though with Felidar Sovereign. I mean yours is different, but there's already a white creature that cares about life totals as it pertains to winning the game, I mean.
Inspired by a recently posted pokemon set.
I know evolve isn't exactly worded as magic standard, but if someone was actually going to play it, then I figure they'd be able to reasonably do the right thing in their social setting.
So far made
Needs a better way to note the next evo. The template would be pretty yu-gi-oh ish and probably run like
Evolution COST [Name of evolution] (Pay cost, exile ~: Search your library for a card named X and put it onto the battlefield. Play this ability only anytime you could play a sorcery)
Which leads me to one of the things I've always wanted to do with card names, having different cards with the same name. I bleev the comp rules explode if you do that, though.
I was hoping that if I had multiple variations of a single evolution "Shiny Charizard", then normal charmeleon could evolve into it. Not that specifying the name really harms that.
Either way, my figuring was that if you don't know what the evolution of a pokemon from the 151 are, then what are you doing playing pokemon magic?
I wanna make a draft set out of custom pokemon cards, so we'd know what evolves into what.
Any comments or suggestions for individual pokemon? I wanna make some things really weird like Fearow and Wartortle to some degree
On the topic of Blue tuck: Yes, that is something Blue does, as a natural extension of its ability to bounce creatures on top of libraries. Yes, it is creature removal, yes, it is similar in function to creature destruction. However, the mechanical dustinction between tuck and destruction still exists. And while effects can be combined to simulate destruction, like bouncing a creature onto a library then milling that library, I am of the opinion that they should not be combined on a single mono-Blue card, despite both effects separately being within Blue's sphere.
On Green pseudo-Flying: I'm of the opinion that this is perfectly fine. While I agree that Flying should be rare in Green, I also think the color, like all the others, should have some tools for evasion, and therefore support a mechanically-similar substitute for Flying in Green.
Just my two cents.
I'm pretty sure the 4-of rule is based on card name as well, so it's fairly self-limiting.
For doing fun shit with Grandeur or this evo thing, or the like.
Precinct Guardian 3WW
Creature- Human Soldier
When ~ enters the battlefield, search your library for up to three other cards named Precinct Guardian and put them into your hand.
Precinct Guardian 3WW
Creature- Cat Soldier
W, T: Precinct Guardian deals 3 damage to target creature blocking or blocked by a creature named Precinct Guardian.
Precinct Guardian 3WW
Creature- Giant Soldier
Precinct Guardian 1W
Creature- Kithkin Soldier
Protection from converted mana cost 3 or greater
Whenever another creature you control named Precinct Guardian dies, put a +1/+1 counter on Precinct Guardian.
I suppose you could get it to work if you tinkered with the types. For example, Ivysaur could have thr type line
>Creature - Ivysaur
Then Bulbasaur could have an ability like
>Pokevolve into Ivysaur
that tutored for a creature card with that type. It would also help create a more diverse set, since now you could have multiple Ivysaur creatures with different names and abilities, like how the Pokemon card game does it.
The other really messy way to do it would be make each pokemon type a creature type, but that would get weird fast.
A third path would be obnoxious and pretty much the reverse of what you're going for, but a sort of hack of Champion or Offering, where you pay a reduced price to play an advanced version onto another version.
Creature- Bug Poison
Creature- Bug Poison
BB, T: Put a -1/-1 counter on target creature.
this used to be 3 u/r u/r rather than 3ur, this is probably better now
I figured it was for typing shenanigans.
Mostly, but with the bonus drawback of having to keep to four of the same name. You can run four bad howling wolves, four boosty kithkin, etc.
Thanks for deflating my ego, though.
>You don't have enough badges, you can't train me!
General templating question: Best way to simplify down "As long as this creature has X or greater power, Effect"? To synergise in green with a lot of pump stuff and +1/+1 counter knobbery.
I'd think it'd be fine if you don't need to discard your hand at the end step if it gets destroyed, so you can have "At the beginning of your end step, discard your hand." instead of the delayed trigger clause.
>General templating question: Best way to simplify down "As long as this creature has X or greater power, Effect"? To synergise in green with a lot of pump stuff and +1/+1 counter knobbery.
It depends. If you want it to be a continuous effect, you'd need something like
>Powerful 6 - ~ has first strike as long as it has power 6 or greater.
If you attach it to a triggered effect, something like
>Powerful 4 - When ~ attacks, if it has power 4 or greater, you may tap target creature an opponent controls.
I template it here as an ability word (like Ferocious or Formidable), but I don't actually know if its kosher to stick a number next to an ability word.
Oh shoot, I hadn't even thought about that. Yeah, in that case, your way is better.
Ugh, forgot about that.
So P/T-changing is Layer 7, the last layer. Does that and timestamping mean that you can't have continuous effects that run off of power and toughness checks? Because any pump you apply to get it past the check will only apply after the check, due to layering.
Which means all "Powerful" abilities must be triggered abilities, a la Heir to the Wild.
Guess what. So does Enteine.
>702.41a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just one. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.
Still wondering if I should change the ETB ability to only hit a static number of creatures, or change it to something else.
To be honest, I would like it to hit creatures opponents control, though I can see why you would want to restrict it to yourself.
What about flash and first strike? Keep the second effect and trash the first, lower the CMC to 5, and there, a perfect Batman card.
And for the other card, hitting other creatures isn't exactly what Black does. Red does that.
Eh, that just seems so dull. All in all, I would very much like to keep the last ability, due to how positively some anons earlier reacted to it, but pretty much everything else I'm OK with changing.
When I said "hit" I meant to say "target". That is, I designed Tefe's last ability to force the sacrifice of a creature an opponent controls.
No, I meant the exile effect you should keep, but remove the first where you can tap some fuckers when he arrives. If you want to keep the first effect, make his CMC X BW, where X is the number of creatures you can tap.
Good to hear. Please critique this idea, an enchantments based on stances. Here's the first.
Attach to target creature.
Target creature gains +1/0 and first strike. It must attack unless it's controller pays X, where X is it's mana cost+1.
Let's say I'm working on a creature card with a mechanic that gives it a +1/+1 counter whenever a certain land comes into play (an Island, in this case).
Let's say said card also has an activated ability that makes a land already in play become an Island.
Does activating this ability count as an island coming into play to trigger the creature getting a +1/+1 counter?
You play an artifact.
It has an ability that lets it turn into a creature.
Did a creature enter the battlefield?
Let me ask it this way:
You play an artifact.
Did a creature enter the battlefield?
Deathstorm, a Black Lantern version of Firestorm. Firestorm transmutes things. Deathstorm transmutes people.
"Search your library for two Island or Mountain land cards and..."
Looks good, fine for limited.
Watch out for lands with activated abilities that also have basic types.
Also, technically none of those should have colored borders.
It's probably OK.
I'm a little wary since 'Counter target spell' is a (1/2)UU effect, though it potentially does less than that Counter+Silence spell from Dragon's Maze.
Undercosted. Too strong an effect stapled to too strong of a body.
>If you cast it from your hand
Then just make a sorcery with the effect.
>you get the Golds
Way too strong of an effect.
Make the dude smaller, or make it a single-target ETB or on cast, then make a separate sorcery boardwipe that "Exile"s "all creatures and planeswalkers. for each permanent exiled this way, it's controller puts a colorless artifact token named Gold onto the battlefield. Those tokens have "Sacrifice this artifact: Add one mana of any color to your mana pool.""
Now for another big Black creature.
I will point out that Black actually has a few creatures with boardwipes stapled on that only work if you cast them from your hand, such as Reiver Demon, Deathbringer Regent, and Dread Cacodemon. I was hoping that making the body weaker would compensate, but oh well. I'll just change it to a single target ETB ability then. And your idea about making the boardwipe a sorcery intrigues me. I'll just have to find a suitable flavor for it.
I feel it should probably be something like
>with power X or more where X is the number of creatures you control named Birds of Scale[...]
And then you could probably afford to make it better than a 1/1. I know, I know, silver border, it's a joke card and all that but still.
Don't have MSE installed on this thing, but:
Sever from Sanity - 4BBB
[Art depicting a mage trying to hold his head together as it splits apart down the middle, threads of dark purple miasma circling him]
Choose three numbers totaling 10
Target player loses life equal to the first number, sacrifices a number of permanents equal to the second number, and discards cards equal to the third number.
Only example with flash and convoke. I believe the semicolon is only used when there's inline reminder text.
Should either grant the creature Hexproof, or specify that only spells and abilities you control that target the creature can't be countered. Otherwise, you end up in the awkward position where someone casts removal on your creature and you can't counter it.
Eh, is the 1 damage enough? Or should I add something more?
Really? I usually try to keep them between 4 and 6 cmc. Though I have been posting some high cost stuff recently. Well, that, and I lack enough knowledge about the game to make cheap, good cards. Well, that, and cheap cards don't usually work for legends. Here, have this. I... I admit, I'm not entirely sure where I was going with this. I guess the Protection is supposed to show agility? By avoiding things? The idea is that the character is a child raised as an assassin. Tiny, agile, but can kick your ass.
I feel like there's a better way to word this.
Agile can be evasion, too. I understand how it could represent a kind of agility, but the quote definitely doesn't back it up.
>Strictly better Mistmeadow Skulk
Please no. Make him cost 1WW.
Colin Wilkes. So, the idea is that he was injected with this super-steroid called venom (the same stuff that makes Bane huge) and can now generate and control venom to transform himself. Obviously, Abuse is enormous, and he can use venom to heal himself.
lol, you mixed up the posts.
Eh, sure. I originally did it to try and tie together the Batfamily characters, but I can see why you would want it gone. Done. Uh, just please don't get mad at me later if I forget to change it on a few cards.
>the quote definitely doesn't back it up.
Yeah, didn't really think that part through honestly. I just like the quote, to be hoenst.
>Please no. Make him cost 1WW.
Am I not allowed to make cards strictly better than other cards? I mean, I don't have anything against changing cards to make them more balanced, but is Mistmeadow Skulk really that strong?
Why is it so hard to find a picture of the little snot with a bunch of Al Ghul ninjas behind him.
>Whenever you cast a noncreature spell, ~ gets +3/+3 until end of turn.
One of my designs used that evasion ability.
Just gonna say, part of the reason Cunning Breezedancer doesn't have prowess x2 is because prowess was the Jeskai clan mechanic and they probably didn't want clan mechanics showing up in DTK.
No, it's probably because wording it like this makes it more clear to people. For example, these guys, who have wording which could essentially be
>Creatures you control have prowess.
And into the bin it goes.
And nothing of value was lost.
It's not that Mistmeadow Skulk was very strong, not that he isn't good - he's great, it's that the power level is so much higher with no drawback other than Legendary. Which isn't really a drawback.
Skulk tells us that Protection from converted mana cost 3 or more is a one mana ability.
White gets First strike on WW 2/2s already, and narrow, especially enemy color, protection on WW 2/2s as well. 3+ is uncommon, strong, and wide reaching and nothing has gotten it for free.
Another cheap creature. Not sure if the ability is enough to encourage players to enchant and equip him though. Maybe Double Strike? Haste?
Whoops. I forgot Strongarm Monk was from DTK, and Prowess wasn't around then. However, Prowess became evergreen with Origins, and my point still stands because of Soulblade Djinn.
OK. Well, I'm probably going to radically change the card anyway.
Uh, Strongarm Monk is also from DTK. And Origins came right after, so it was in production before they'd decided that prowess was a success and promoted it to evergreen.
Also I'm not saying they would double up on keywords (although they have in the past on rare occasions), but it does save some space.
>Whoops. I forgot Strongarm Monk was from DTK, and Prowess wasn't around then.
Fucking what. Prowess is from KTK, which was 2 sets before DTK.
They didn't have Prowess in DTK. In the Tarkir block, every group had two keywords. The Jeskai/Ojutai group got Prowess, then Rebound.
Also, Origins did have Prowess.
The morbid effect should not target, and has to refer to a permanent "card" in your graveyard. It's probably undercosted by 1, given that it self mills and has some protection against graveyard hate.
Change "When" to "Whenever".
Odd. Ability should be changed to "Whenever ~ or another creature enters tge battlefield under your control" or just "Whenever another creature enters the battlefield under your control".
Eh, not that. I actually thought it was interesting reading about that card, because the designers regret making it. They wanted it to be good in Commander, where it failed, but warped 1v1 formats.
Basically, this is what I was trying to get at.
Seems a bit counter-intuitive to me. Progenitus works because it already has a big body; it's a threat on its own, and the protection just helps make it resilient. Your card is a 6cmc 3/3 that is almost impossible to buff or improve upon. You can't equip things to him, or enchant him, or even drop pump spells on him, so what you're left with is essentially an overcosted Hill Giant that is really good at blocking.
Fair enough. Thanks for the feedback. Here's... this. So, the feedback on this last time was that tutoring anything and casting it without paying its mana cost is too strong, so I have it remove a counter as a cost, and you have to cast it immediately or lose it.
I like this spin on the illusory ability.
infinite combo with any of the en-kors, takes less slots than cephalid illusionist (although it does cost 2 more and is black) and is a 5/5 for 4 on top of that, with one of the colors which isn't supposed to do midrange.
Quite broken in almost any format.
>5/5 flyer with a downside
>5/5 non-flyer with an upside which goes infinite incredibly easily.
You want to make an argument for why that card wouldn't have been broken then fine, but that does not say anything.
I'm not seeing how the card is broken, even with "easy" infinite (it's not good enough for Legacy and there's too much removal in modern). The Rakshasa has the same downside as the dragon, only instead of evasion it leaves behind a 2/2.
The proper wording is
>[...] up to two Island and/or Mountain cards [...]
>hybrid and mono colors matters
So... Shadowmoor? But seriously, I suggest you look into using Devotion.
Decided to change this into a more powerful Chandra's Ignition.
You don't have to ditch it, just pointing it out.
A spell effect that makes you draw cards and lose life
A spell that draws you cards and removes a phyrexian unlife from the field
Angel's grace, while you put the ttwo lose conditions into effect also platinum angel.
There are ways to make it work, just nothing I'd ever do.
Also, how does this work with alternate wincons in multiplayer games? As they don't let the player win but make everyone else lose, so lab maniac and you draw out on the same spell as them.
I will point out that Tormenting Voice is a Red Divination that costs 1 less, but requires a discard.
Cycle to tie together my main draft archetypes. Thoughts?
I assume it's for when you use it on your own vanishing creatures, they can't block.
Second Siphon feels odd. Like you took an instant and gave it a body for a little extra oomf. I think you can cost this 2U and make it a better blocker.
I don't see Skukler's first ability coming up much - they'll just let you attack in for 1 each time. Unless there's some sort of voltron archetype, but I can't read that from just this card.
Familiar Sage should gain counters when "one or more" cards are exiled, rather than one for each. It might be too easily abused otherwise, especially since the benchmark is one each upkeep.
How is this a cycle in any way?
I cannot figure out what your draft archetypes are from looking at this at all.
I assume your set has vanishing, what else does it do with counters?
I *think* second siphon might be a bit weak but I'm not sure on that.
Shadowrift stalker's text feels like it will oddly be irrelevant in most situations unless there are some really good vanishing creatures.
Familar sage seems quite bad unless you have a sacrifice for benefit theme.
Whirlblade is cool and seems quite good.
I think warcaller is fine.
I like red/green getting interaction against non-creature decks but this isn't so much interaction as it is an auto-win if they don't have removal.
I guess that's basically the same with eidolon, but still.
>How is this a cycle in any way?
Well, each creature here connects two of my draft archetypes. Each allied-color pairing has a mechanical theme that it follows:
WU cares about flash, and has lots of instant-speed stuff and stuff that gets better or gives bonuses for being played on an opponent's turn
UB cares about removing counters, and has stuff that benefits from counters being removed or from opponents' creatures having no counters
BR is combat-oriented and cares about attacking without being blocked. It has a bunch of ways to remove blockers, as well as stuff that triggers on-damage to players or whenever a creature isn't blocked
RG cares about shift. It has stuff that cares about the number of counters on permanents, stuff that cares when you shift, and plenty of vanishing creatures
GW cares about tokens and exile. It has a ton of stuff that exiles different card types from various zones (creatures, enchantments, cards in graveyards, etc.), token producers, and cards that benefit from either exiling stuff or from having a large number of tokens.
So, Second Siphon can be drafted for a WU deck built around the flash stuff, or a UB deck built around removing counters. Each other creature there was similarly designed to fill two roles.
Here's a really rough example outline of some of the stuff designed for each mechanical theme. Emphasis on both 'rough' and 'some' in that last sentence.
Thank you both for the feedback! I'll consider what you've said.
>2RG, T: ~ fights target creature. When that creature dies this turn, you may search your library for a basic land card, put it on the battlefield tapped, then shuffle your library.
OK, this wording is weird. Before I start correcting the wording, I have to know what you're trying to do. Is the land tutor supposed to trigger if either creature dies? If the target creature dies? Does the Dragon still have to be on the battlefield for it to trigger?
OK, now we start getting into the more technical stuff. In Magic, when cards transition to and from zones (hand, battlefield, library, graveyard, etc.) they don't "remember" what happened to them before. They're completely disconnected and are treated as completely different objects by the game. This is why specific abilities have to be worded in order to keep track of cards and what happens to them. So, for this card, exiling cards when it enters the battlefield is useless since, when it dies, it won't "remember" what cards it exiled when it entered the battlefield, and you won't be able to play those cards using the Crab's second ability. But cards exiled when it died will be "remembered" by the card only until it switches zones and comes out of the graveyard.
Let's look at the cards I've included in this post. You'll notice that they both exile cards and allow you to play those cards, but there's a difference. Nightveil Specter's last ability is separated from the ability that exiles the cards. This means two things. First, if Nightveil Specter were to ever leave the battlefield, it wouldn't "remember" which cards were exiled with it, and you wouldn't be able to play them, even if it were to enter the battlefield later. Second, it means cards exiled with Nightveil Specter by other means, such as being enchanted by Kumano's Blessing, could be played from exile. With Fiend of the Shadows, on the other hand, the ability is worded so that, so long as the card exiled with her ability remains in exile, you may play it. Which means that, no matter what happens to Fiend of the Shadows, as long a card exiled with her ability remains in exile, you can still play it.
It's only noncreature spells and the clock starts out very slowly, if they cast like four spells and none of them remove the rager then they probably either deserve to lose or weren't in a position to win against any aggressive RG 2-drop.
I don't understand the flavor of cuneiform at all, what is that representing?
The UB faction is necromantic crab archeologists who engrave history on their shells. So their libraries are their graveyards, since they carry the shells of their dead there, as spellbooks or chronicles. And since they use claws to write, their script is cuneiform.
> Is the land tutor supposed to trigger if either creature dies?
Also, thanks for your feedback, I think that you've given feedback to me several times now.
Also I probably need to make another set for the Crab and Dragon, since they do not actually belong in Breaking Skies — I just couldn't be fucked to make another set.
Eh, that wording's kinda tricky. Maybe...
>Choose target creature. When ~ or that creature dies this turn, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library. ~ fights the chosen creature.
Also, players are referred to with gendered pronouns when possible. "his or her" not "their".
>if they cast like four spells and none of them remove the rager then they probably either deserve to lose
Ah, so you just hate combo/prison decks. I prefer turning uninteractive matchups into interactive ones rather than just making it favorable for the other player, but it's your card so OK.
Ah, ok. That's really awesome fluff but I don't think "ETB or dies" captures it very well, you can probably do better than something that bland. Why not have it actually function out of the graveyard in some fashion? Or maybe some sort of ETB trigger that references the graveyard if you still want to keep what I assume is the "writing, then referencing what has been written" structure.
This should either cost more or have it pull out the same cmc barring the same name. The precedent is unfortunately there for the design but at least develop it properly, blue hard removal should never be that efficient.
I didn't post any cards in this thread, I'm just commenting. As an outsider it looks completely fair, it isn't even an uninteractive card since they always have the option to cast whatever spells they want.
>As an outsider it looks completely fair
I mean, rest in peace was printed, so sure.
>it isn't even an uninteractive card since they always have the option to cast whatever spells they want.
Uninteractive is ambiguous, lightning bolt is interactive in the sense that you are allowed to cast cards but burn is still called 'uninteractive'. I'll put it this way, once the card comes down the opponent can likely only cast 3-5 spells for the rest of the game unless they remove it. There is no playing around the effect for a creatureless deck, there is only losing or winning before it comes down.
How long does making a set take? I've thought about doing it, but I wouldn't even know where to begin. Sorry that I don't have any feedback beyond that. You clearly put a lot of work into this, but I also wouldn't even know where to begin with reviewing it.
To make an actual, good set you need a lot of time, a good grasp of mechanics, balance, and limited play, and feedback. The first is plentiful, the last is rare, and the rest is up to you. It's fucking hard. I commend Pirate anon for actually having the fortitude to actually stick with his set. It took him OVER A YEAR to finish his set. If you start, you are going in for the long haul. If you can't do that, don't even try.
There's a link to a Pastebin post which has links to different /ccg/ sets, finished and in progress.
What, the CO set? No, it's not a set. It's just a collection of a bunch of cards I'm making. I have absolutely no plans to make it function as an actual set. I'm just making cards for fun. And it's a good design exercise as well. No, the few times I've tried to make actual sets, I tried for a day or so, then gave up. I just don't have the fortitude to make an actual set.
That's White. And ridiculous, it would take way too much time. Particularly in EDH, with at least three players and a minimum decksize of 100.
So you make the comic book cards? Those are neat. I was actually referring to >>44728146 this guy, though, who I asked about set making earlier up. To be honest, I'm still pretty new to these threads, so I'm not sure who is who or who does what. I'm guessing that people with their own symbol post regularly, but I'm not sure who's just posting and who's actually making a set. I'd really like to make one of my own, but I'm not even sure where/how to start.
Nah, I'm not him, I'm the /co/ guy. I'm usually the guy making new threads and recommending people to read more Oracle text.
As for making your own set, I recommend you read some of the Nuts and Bolts articles by Wizards.
Just Google: mtg nuts bolts
Yeah, Ghost Rider stuff. The ability here is supposed to represent vengeance, or something like that. Oh, and we're going to hit the bump limit soon and I won't be around to post for a few hours, so I hope someone makes a new thread before this one dies. It's not hard, I just ask that you copy and paste the OP.
I take it you don't like the format. Why?