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/ccg/ Custom Card General /cct/

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Thread replies: 313
Thread images: 91

File: Making Magic.png (2MB, 1400x1800px) Image search: [Google]
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Mana dorks edition! Hard mode: Non-Green mana dorks, colorless doesn't count.

To make cards, download MSE for free from here
http://magicseteditor.sourceforge.net/

>Mechanics doc (For the making of color pie appropriate cards)
https://docs.google.com/spreadsheet/ccc?key=0AgaKCOzyqM48dFdKRXpxTDRJelRGWVZabFhUU0RMcEE

>Read this before you post your shitty card!
https://docs.google.com/document/d/1Jn1J1Mj-EvxMxca8aSRBDj766rSN8oSQgLMOXs10BUM

>Q: Can there be a sixth color?
A: http://pastebin.com/kNAgwj7i

>Q: What's the difference between multicolor and hybrid?
A: http://pastebin.com/yBnGki1C

>Art sources.
http://digital-art-gallery.com/
http://www.artstation.com/
http://drawcrowd.com/
http://fantasygallery.net/
http://grognard.booru.org/
http://fantasy-art-engine.tumblr.com/

>Stitch cards together with
http://old.photojoiner.net/

>/ccg/ sets (completed and in development)
http://pastebin.com/hsVAbnMj

OT: >>48246301
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Damn, made the thread just after the old one died. Oh well.

So, does anyone else want to see Red cards doing this?
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>>48287860
How should I increase the mana costs? I like the way they are now. I guess I could just add C to each mana cost.
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Made some adjustments to these based on the feedback I got last thread (Thanks for that by the way; sorry that I couldn't reply before the thread died). Blue commons to follow.
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>>48289623
And the blue. I tried some weird stuff here, but I hope you all like it!
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>>48289623
Also, some anon wanted this art. So, here you go.
>>
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Still trying to figure out what to do with this guy. Any ideas?
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>>48288324
I feel like that could be really degenerate if there isn't a limit on how many times a turn you can do it.
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>>48289712
Treasonous Ogre has the same ability but only makes R. Up the mana cost of the card? Or limit mana production to B or G?
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>>48289711
He's a great sac engine as is.
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>>48289730
Limimting it to B or G would be a step in the right direction. It's only crazy good in formats where it is easily abusable so as long as there wouldn't be an infinite life combo in your set he's honestly fine. I'm over reacting based on stuff like legecy and EDH.
>>
>>48289623
>>48289649
Okay. Just took a quick glance. You seem to have a lot of keywords, and there are some issues there.

I can't tell what Ritual does really, as the only two cards don't seem to share much.

Journey costs seem way too high. Even with the recursion potential, bouncing something to your own hand is usually way cheaper than that.

It seems odd to have some cards that care about 5+ mana spells to have Abundance, while others just don't.

The wording on Ambush is odd, and it isn't an overly White mechanic. Having surprise attackers or blockers by flashing them in for extra better fits in Red or Green.

Augment seems interesting, though the Blue version applying the effect to both instant/sorceries and permanants seems odd. It is a solid idea though
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>>48288118
I'm down for Red Artifact matters stuff. I think Blue has gotten similar effects. Haste is also a nice touch.
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>>48289743
Oh. Well, if it's good as-is, I'll just leave it then.

>>48289785
Well, I could up the mana cost as well. But thanks.

>>48289815
Yeah, lifted the ability straight from Blue. I just hope it's something Wizards starts using for Red as well. As long as people keep demanding something for Red besides Goblins and burn, I think they will eventually. Actually, considering the next block is going to be steampunk India, I think that will be the best change to see some more artifacts matter cards in Red.

>>48289794
Ritual lets you have something ETB tapped to get an effect. I'm not a fan of it either.
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>>48289841
That's what I thought ritual was too, which would be okay, but Osari Sycophant doesn't share that wording which is why I'm confused.
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>>48289794
Enemy-color set, each enemy-color pairing has an associated keyword. Augment and Escalate have a presence in all five colors.

Ritual cares about your creature being tapped. It's an ability word, so that tapped-ness is the only mechanical link.

Journey can be used at instant speed, which means it doubles as protection from removal. Additionally, the set cares about casting spells, and this lets you regain spells to cast.

Ambush's reminder text wording is derived from other, similar clauses on existing cards. It's the WR keyword; I feel that white is very capable of flashing in creatures and combat-trickery.

Glad to hear you like augment.

I hope that clears some things up for you, anon. Thanks for looking over them.
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Bleh, too wordy?

>>48289894
Well, that's what it was when I last spoke to him about it, I guess he's changed it since then.
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>>48289894
Look at Skirsdag High Priest vs. Tragic Slip.
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>>48289920
A better example would be the spells with Landfall on them. It's still pretty weird though, since it can't enable itself but others can.
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>>48289943
It can enable itself by attacking, anon.
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>>48289920
Yeah. Both of those trigger only if a creature died that turn. There's a common wording, even though one is an instant that triggers once, and the other is a creature that gains an ability.

This doesn't have that. Ritual let's you have something enter tapped, or gain an effect while something is tapped. Is the common theme tapped? Because that seems to vague for a keyword.
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>>48289952
Oh, I misread it. The anon really changed it. I wonder why. Still not a fan though. In fact, now it just seems stranger.
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>>48289964
It doesn't gain an ability. It always had that ability. Don't be dumb.
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>>48289964
The common theme is the creature being tapped. The BW group is a cult whose members gain power through worship. Ability words generally focus on interactions both singular and common, which creatures becoming tapped fits. I would not make a keyword along the same lines.
>>48289967
It isn't changed, it's just the difference between an activated ability tied to the ability word and an ETB ability tied to that same ability word.
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>>48290024
But it doesn't have a common wording. Look at the examples people posted for Morbid or Landfall. 'if a creature died this turn', 'if you had a land enter the battlefield'.

Even though they set up different effects, they have a common trigger. Choose either them entering tapped and gaining an effect, or only gaining something while they're tapped. Otherwise you need two different mechanics.
>>
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>inb4 "Only Black gets Gold tokens."
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>>48290379
Red taxing people attacking them is the bigger issue here.
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>>48290469
Well... there's this.
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>>48290539
I was thi.king of that exact card when the troll was posted. There is precedent, but it's rare and generally more of a white thing.
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>>48291017
It is a cool effect in Red though and has significant synergies with forcing attacks. And unlike white, it doesn't prevent you from attacking ever, it just gives you an advantage if they don't pay. Like Slumbering Dragon.

Which I like a lot.
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Boom. Wordy, I know, but I can't really think of a way of simplifying it without changing how one of the effects works.
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>>48291157
I know it defeats the fun of it, but you could just have him deal the damage rather than dealing with a replacement effect.
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>>48291355
Wait, why didn't I think of that? Oh, because I was just changing things rather than looking at the card as a whole. I mean, there's a fringe case of making it not a creature and it deals infinite damage, but... Is that really a huge concern?
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>>48291449
It is not. Especially since he needs to have charge counters on it already for it to happen.

So, you would need to have him have charge counters, turn into a noncreature AND have a means to personally deal the damage.
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>>48291581
OK, changed. Thanks.

>>48291662
Meh. I mean, without support, it'll only untap itself once.
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>>48291686
>Counter target spell.
>Tension — If you have fewer cards in hand that that spell's controller, ~ can't be countered by spells or abilities.
Why spells or abilities? So it can still be countered by the game if the target becomes illegal.
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>>48288118
I'd rather red just stick with rituals.
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>>48291683
There is support for -1/-1 matters in the set.
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>>48291686
>>48291738
Wait, I actually think it should be
>If that spell's controller has more cards in hand than you, [...]
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>>48291775
...I meant anthems. None of these cards will let that other creature untap more than once.
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>>48291738
Fair point.
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>>48291804
I know. It's not really supposed to.

To be fair, there's this, but I am not sure how to word it so it isn't either useless or really conditional.
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>>48291845
Blech, you need better resolution art. As for the ability... I think you have it as best as it can be right now.
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>>48291841
I like this idea of Artifact Enchantment Creatures. I can see the monored one doing something like this:

>Whenever an Artifact or Enchantment enters the battlefield under your control, ~ deals 3 damage to target creature or player.
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>>48291841
>>48291841
Awesome. But it seems a bit too pushed. I get how a 3/3 is usually smaller than anything worth cloning and it is always susceptible to loads and loads of removal, but the synergies with the types and the fact that it is pretty close to a Clever Impersonator in terms of options makes me thing it should either be 5 mana or require double U. Or honestly, maybe both.
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>>48291841
I like this design a lot.
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>>48291841
Pretty cool.
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>>48291841
Will you be making more cards like this?
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>>48292371
That resolution is crap, sort it out now.
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>>48292403
I don't have better art that fits. It's not like I have an artist at my beck and call.
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>>48292371
>I really love Undying and Persist. How do I break the shit out of both of them at the same time?
Whatever you do, don't make en enchantment that gives everything you have Persevere. It won't end well.

And unfortunately, I also can't find better art. For some reason, all versions of that pic are low-res.
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Haven't touched this one in a while. How is it? Too much repeatable removal?
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>>48293019
Love it, although you may want to make the mana cost for the fight ability include R.
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>>48293019
Here's how I did this.
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>>48293091
>Too much repeatable removal?
Yes, especially since after one kill he's not going to die from fighting. But he dies to removal, gets chumped and has a heavy color weight, so whatevs.
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>>48293330
Maybe make it a one-off effect?
>When ~ enters the battlefield, you may have it deal damage equal to its power to target creature. When that creature dies this turn, put X +1/+1 counters on ~, where X is that creature's power.
Or should it be toughness? Or should he just gobble up the creature without dealing damage? I'm pretty sure Green does that with a Wurm.
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>>48293330
>>48293412
Engulfing Slagwurm, that's it. Maybe I'll just make a +1/+1 counter version of that. Though I don't think the +1/+1 counters will scale in that case.
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>>48294199
That should be Forests and Green
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>>48294216
Land type changing is part of Blue's theme of change and illusion. It's a blue effect, and Blue is allowed to care about Islands.

See Tideshaper Mystic (Lorwyn), Terraformer (Ravnica), Grixis Illusionist (Conflux) and Moonbow Illusionist (Saviors of Kamigawa).
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>>48294216
green would just enchant a land and give it every basic land type permanently.
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>>48294206
It's worse than stone rain, 3cmc, and worse than pretty much every artifact destruction, 1-2 cmc being common. It IS out of color, blue doesn't typically mess with artifacts or lands specifically, but i don't think you need the destroy ability to have it be fine, especially since it doesn't tap on its own. Maybe cmc4 for it sans the destroy, but i don't even know if that's needed.
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>>48294618
>It's worse than stone rain, 3cmc, and worse than pretty much every artifact destruction, 1-2 cmc being common.
Individually yes, but when you get the choice between artifact or land destruction it usually costs 4 (Demolish, Bramblecrush). It's still not very good removal at 3 cmc, but it is within blue's sphere. Blue can freeze artifacts (Encrust, Numbing Dose, Coma Veil, Inertia Bubble) and very rarely lands (Tamiyo, Frost Titan, Psychic Overload).
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>>48294618
"Worse than Stone Rain" is one of those technically true but ultimately worthless criticisms, if you ask me, because Stone Rain is as efficient a land destruction effect will ever be. It's like pointing at any Black removal and saying "Worse than Doom Blade," as though Wizards hasn't spend the last fifteen years printing "bad" Stone Rains and the last five years printing "bad" Doom Blades.
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>>48291662
Functional reprint of Devoted Druid? I like.
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>>48289623
>>48289649
You've got ritual working two completely different ways in your first two cards. That's not cohesive enough.

Ambush seems neat.
>During combat, you may cast this spell as though it had flash for its ambush cost. (If you do, it gains haste until end of turn.)

Augment doesn't really work as a keyword. It wants to be an ability word like you have Ritual.
>Augment - Whenever you cast a [type] spell, you may pay [cost]. If you do, that spell gains [ability].

Journey also seems neat.
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>>48290056
Fair point, the relationship between the two may be too tenuous. I have changed Ritual to reverse-Inspired, as shown. Now they match much more cleanly.
>>48295407
Really digging the flavor here. I've always liked champion, and this feels similar.
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>>48295659
Yeah, I posted some changes just a couple of seconds after you posted your concerns, here >>48295661.
>ambush
I don't like using existing keywords like flash within reminder text. New players might not know what flash means.
>augment
Why would augment not work as a keyword? I would prefer to keep it as such if possible.

Thanks for the feedback, anon. Glad to see you like some of what I'm doing.
>>
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>>48295661
Priestess is a fair aggressive card. Syncophant seems needlessly obtuse in that there's more text for the restriction than the bonus. Change it to a triggered ability that gives you the option to pay mana when it becomes tapped.
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>>48295898
You're right, the old wording was only necessary with the old iteration of the ability. I have a bad habit of half-changing things. I'll fix that.
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>>48295661
How are you this inconsistent?
>Whenever ~ becomes tapped, [you may pay COST. If you do,] EFFECT.
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>>48296116
I changed the first half of the card without changing the second half. I addressed this here. >>48295910. It has already been fixed.
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>>48295845
Catharsis damaging you seems counter-flavor.
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>>48296142
Sorry, I didn't see that. Thank you for taking our advice.
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>>48295380
Crazy, but I don't think it's unbalanced. Depending on what you're building your set around, though, it might make decks too consistent, especially ones with sac outlets.
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>>48296210
I'm always open to advice. Thank you and other anons for taking the time to give me feedback.
>>
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>>48295292
>efficient a land destruction effect will ever be.
Strip Mine, Wasteland, Ghost Quarter, and when the cmc on stone rain increases, it usually comes with a big upside, or sees no play, such as crumble to dust.
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>>48296526
>purophoros+ornithopter=infinite damage
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>>48296634
I wonder how many broken combos can be attributed to Ornithopter.
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>>48298545
This is neat. A painland that you can mitigate the downside of. Also very fitting for the colors.
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>>48299504
It also can't generate colorless, which makes it not strictly better which i like.`
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How about a Null Profusion provided by a woman mad with bloodlust? I'm sorry, I can't into balance.
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>>48291841
best
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Should be 'your opponents' I believe. Also a pretty hefty lockdown for its cost.
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>>48303242
Pretty good.
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Not sure if this is pushed too much for a common.
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Not sure is if this is broken.
Maybe 1U Instant.
Even feels a bit red.
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>>48303448
Too complex for common.
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>>48303579
>reveal top card
>not a land
>keep revealing it
>still isn't a land
>game ends
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>>48303641
ahahahah oh my
fuck
Yeah should be exile.
>>
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>>48303869
A blanket hexproof giver shouldn't come with a relevant body.
>>
Oh shit, emergency bump.
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Because there aren't enough White edict effects. But seriously, where is everyone?
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>>48306210
Can someone link me to <> mana? I can't find it for some reason.
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>>48306210
That looks hella problematic in eternal formats. Not broken on its own, but really easy to break.
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>>48306484
you would be all wrong and a bag of chips
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>>48306185
>where is everyone
EDM prerelease, mang. mine starts in like an hour.
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I still have no idea how to properly balance this. Any advice?

>>48306509
Ah... Sadly, the statistician in me prevents me from spending large amounts of income gambling on pieces of cardboard. In the Magic player in me is too malnurished and weak to put up a good fight.
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>>48306595
remove the life loss gain, reduce the cost of the vindicate and make it sorcery-speed only. is there a place where i can see all of your stuff? I see you here all the time and really like your work.
>>
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Decided to completely change this one. For those who don't know, this is Deadpool's wife. Wait, am I using +1/+1 counter removal too much?

>>48306662
>remove the life loss gain
What exactly do you want me to remove?

>is there a place where i can see all of your stuff? I see you here all the time and really like your work.
No. I tried using Imgur for a bit, but gave up on that. I think there's still a link in the PasteBin link of the OP about /ccg/ sets, but it's super outdated. I just find myself updating, changing, and refining cards so often there aren't very many I'm totally comfortable with saying "This is 100% done." I've been trying to make an MSE file that contains a bunch of cards I've done, but... well, I've been pretty bad about it. Again, the constant refining makes it a bit difficult. But if you want, I'll just bite the bullet and upload a bunch of cards to an MSE file somewhere. Hmm, what is the best service for that. Dropbox?
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>>48306662
>>48306750
Oh, and thanks, I'm glad you like my work. It's just really hard at times because I don't play much, so my sense of balance is a bit askew. It's harder for me to see what's powerful and what's weak.
>>
>>48306750
i mean the first ability would be more balanced if it didn't trigger off of fetches, token swings, etc.
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>>48306888
Oh, I see. Slith ability then?
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>>48307182
Spells only exist on the stack, so it's
"As long as both you and an opponent control a spell, you may cast ~ without paying its mana cost."
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>>48303242
Shit, I was going to do pretty much the same thing for my own set. Cool though.
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Does this feel white or should it be w/b?

>>48308134
Can you still tap it for mana if it's attached?
>>
>>48310184
Forces a tie if Melira, Sylvok Outcast is on the board and they have a creature with power greater than 3.
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>>48310221
How can that be counteracted? I also don't expect that to really happen since this set will be in a vacuum.
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>>48310184
Ballpark wording
>For each creature, put X -1/-1 counters on that creature, where X is its power minus three.
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>>48310302
That seems both simpler and more efficient. Thanks.
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>>48310184
Doesn't feel mythic.

>>48308134
Strictly better Forest, etc.

I don't like Bond since it's going to lead to confusing physical board states, where you lands are all over the place.

>>48306222
Update your templates.
>>
>>48310495
>Doesn't feel mythic.
Got it, downshifting to rare.
>>
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>>48288111
i know i dont have the m15 fram. I'm getting that fixed soon.
Help me balance this.
>>
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>>48311233
10/10
>>
>>48310963
Stick it halfway off the table, or on top of your card castle just like any other card.

The large bonus but low start is interesting, but the math is just bizarre. A somewhat mediocre ult for everyone but burn for four mana, two turns, two pitched cards, and six life? I'd rather splash white for that one lifelink monk. High risk, middling reward, kind of pointless extremes, and little enough to recommend actually playing him.
I'd suggest making him torment EVERYONE, not just you, if that didn't make him lilliana.

For unrelated consideration, my try at a little red walker.

Shozan, Bey of Beys RR
Planeswalker- Shozan
+1: Shozan deals 1 damage to up to one target creature or planeswalker and 1 damage to you.
-2: Put a 3/1 red Elemental creature token with haste onto the battlefield.
-5: You get an emblem with "Creatures you control have Battle Cry."
>>
>>48311361
...2 starting loyalty, because I am a fuckface.
>>
>>48311361
opinions on it have been drastically different, with some calling it super busted and some calling it horrid.
My idea is that after you have his respect he can give you some nasty advantages like cards straight out of the yard and some life so you wont die on him.

The real problem is that if he gets hit you will lose tons of resourcing to keep him up, but if you can protecting him you can get paid off well.
Also it should be noted this card is supposed to fit into a SOI esk set with madness, so the discard isnt totally shit
>>
>>48311481
I got the fluff, I just don't see the payoff. He gets you back two things and a thing you pitched or cast and some life, but leaves himself terribly vulnerable doing it. He also doesn't protect his own ass at all. I'd tone down the minus in effect and cost, make him a little tougher to start, and make the ult bigger and spicier. If your planned design is to flip-flop four loyalty off him once every two turns for card advantage and ignore the ult, that's a little sad.
I could also see him going more specifically a graveyard shenanigans/madness enabler, maybe some self-mill for randomised effect?

And a minor thing, but -esque.
>>
>>48311586
originally his 2nd and 3rd abilities had been swapped, but i found that getting an emblem like that on a 2nd ability is a little too good.
"Doesn't protect itself." is a "Dies to doomblade" tier arguement for planeswalkers that i just dont buy into. he protects himself by having a +4.
If you ton down the +4 then the -4 basically needs to match. If you need to plus twice then minus once for one card and 4 life thats waytoo much work for way too little payoff.

If things are tight, you need him to pull strings for you in the now, thats your card advantage every 2 turns. But if you have some room to breath, he will basically empower you with some minor but really swanky effects that help you not feel pain and move a little quicker.

The only real challenge is that the ult feels weak and i dont want to make it superly unattainable compaired to pick up the card advantage ability.
>>
>>48311682
>doesn't protect itself
Is a little weightier when all they have to do is slip one damage through to lose you your entire investment every other turn.
I also didn't suggest toning down the +4 to match the minus, in fact I think making the minus slightly smaller so you build up a little even with flipping and flopping off and can eventually just get the ult would be very workable.

It's mostly just a very fine line between "Is this card full of drawbacks worth the payoff" and "Are this card's drawbacks anything more than speedbumps because holy shit that payoff"
>>
>>48311790
discussing this with multiple people. What do you think of this. One moment image incoming
>>
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>>48312030
>>48311790
prob really unrefined, but a new angle
>>
>>48312047
At >= 3 CMC, especially in multicolor, it should only have drawbacks if if the upside is really good.
>>
>>48312224
tell me about it.
>>
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>>48312224
>>
>>48312652
If this is some weird ruse to get people to make Tibalt cards, it's working, because I'm pretty sure I can make a better Tibalt than you. Just give me a few hours to make it back to my comp.
>>
>>48312652
Trying to do waaay to much shit on the ult.

Tibalt the Cruel 1BRR
Planeswalker- Tibalt
+3: Discard a card. If you do, draw a card and lose 2 life.
-1: Discard a card at random. If you do, Tibalt the Cruel deals X damage to target creature or planeswalker, where X is the discarded card's mana cost.
-7: Exile your hand, then put your graveyard into your hand. You may play cards exiled this way until end of turn.
1
>>
>>48312884
I think the ult should just exile the graveyard instead, and you get to play those cards.
>>
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>>48288111
>Mana dorks edition!

yo I got this
>>
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>>48310710
This is a card people would make entire decks around. S'pretty cool.
>>
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Hrm
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>>48314190
Well hello there.

I didn't think outlast was very exciting on a mana dork.
>>
>>48314390
>outlast

I like it a lot because my favorite designs of these are the dork having things to do after you have enough mana. Dork that can turn into a real threat.

>Draconic Devotee
>Qarsi Farseer

I think you made the cycle too tight by putting a pattern in there that wasn't really needed. Too mana tricolor mana bursts going on with these ones.

>Godwake Celebrant
>Sandsteppe Survivalist

Both are cool, but again, feels too similar.

Also, I hate rattleclaw mystic because one mana dorks are too strong for standard and we will never get a one mana dude that taps for red mana besides birds of paradise and deathtrite shaman.
>>
>>48314390
Both Jund and Sultai dorks should only add one mana for their special ability. Rattleclaw adds three but only nets one since you need to pay 2 to flip him.
>>
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A storm hoser.
>>
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>>48314481
>I think you made the cycle too tight by putting a pattern in there that wasn't really needed.
Agreed, I was running low on ideas. I like abzan the best.

>>48314871
You do have to do some work by devouring/delving them with other cards, at least.
>>
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>>48315068
>You do have to do some work by devouring/delving them with other cards, at least.

the thing is there are PLENTY of permanents that do that for free on an activated ability. So it's still an easy +3 mana on the turn.

>>48314996
Seems a bit too strong compared to reverent hunter. It's more delicate, but both the trample and hexproof still makes it so much busier. I'd pick one or the other, or just have the trample and hexproof both turn on at six or so.
>>
>>48314255
This is some great self synergy, though I'd argue a tad too efficient given all the options.
>>
>>48314286
The 4th color really feels tacked on - there's no reason the activated ability can't just be mono-colored other than for color identity purposes.
>>
>>48315446
>there's no reason the activated ability can't just be mono-colored

Woah you just described hybrid mana.
The activated abilities are color heavier than the casting cost, so the hybrid mana could be what makes it possible to activate in a four color deck.
However I'll admit it was more a thought exercise.
>>
>>48314996
*greater
>>
>>48315746
>Woah you just described hybrid mana.
A B/G hybrid card can be used in a black deck, a green deck, or a black and green deck. Durnat for example always has to be used in a black deck.
>>
>>48306662
>is there a place where i can see all of your stuff?
OK, here we go.

https://www.dropbox.com/s/a7lhshpqakro22o/CO%20Set%20-%20Bite%20the%20bullet%20edition.mse-set?dl=0

I wanted to make a version that explained each of the cards in the comments, but holy shit that took forever. If you have any questions or feedback, please let me know.
>>
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>>48316186
>>48306662
Oh, and as for the cards in the file, they're only the ones I'm really comfortable with where they are now, I cut the vast majority of them. There are 129 in the set, I had upwards of 700 when I was making it. Though a lot of that is from the various iterations of cards (I think Power Girl is nearing 20 now) and reprints of cards but with /co/-related art.
>>
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>>48316354
Turns all my Lightning Bolts into cantrips? Sure, sounds good!

Also, doesn't even need to untap between noncreature damages, because the draw isn't dependent on the success of the tap.
>>
>>48316413
Would "you may tap CARDNAME. If you do, draw a card" be better phrasing?
>>
>>48316434
Use this as a template. Change accordingly.
>>
>>48316215
Cards like this make me really want to make a 4 color set in the style of Alara, with 5 factions that are each just planes missing a color.

That seems insanely hard to pull off though.
>>
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What order is the correct order for evergreen abilities?
Flash, first strike, flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, trample, defender and vigilance?

I know flash is first. and protection last.
>>
>>48317624
No idea. The whole order thing is a clusterfuck, really. Though Flash doesn't go first, it goes ABOVE the other evergreen abilities.
>>
>>48317624
It's typically just alphabetical. The order does not actually matter.
>>
>>48317648
It gets its own line because it's not an 'in play' ability, it's an ability that only affects when it's played.
>>
>>48317665
They do have an order they stick to, but they didn't deign to disclose it.
>>
>>48317624
>>48317648
>>48317665
There's Odric, Lunarch Marshal, Chromanticore and soulflayer to give you some idea.
>>
>>48317740
All three of those contradict each other! Did you even read them beforehand?
>>
>>48317775
That's the point.
They only give you an idea.
Flying and first strike seems to go before trample and death touch.
>>
>>48317665
I've always just gone for alphabetical. It makes the most sense.
>>
For Chromanticore, the importance of keywords trends towards an order of operations.
Flying -> first strike -> vigilance -> trample, lifelink
In otherwords: evasion -> combat sequence modifiers -> vigilance (???) -> combat effects
>>
>>48317872
I'm sure there's a pattern. I'll experiment a bit for it tomorrow.

>>48317827
Show me a card that has Haste and Vigilance on the same line, but with Haste before Vigilance.
>>
>>48317827
>>48317890
That is, a card that isn't just a list of a bunch of abilities like Odric or Soulflayer.
>>
Alright I think it is Flying, first strike, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, trample and vigilance.
Flash and protection are seperate.
Double strike and deathtouh seem to switch places.
I don't know where Prowess goes when it doesn't have reminder text.
>>
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Okay, it's late and this idea just randomly sprung into my head. I'm sure I got the wording wrong somehow, but I'm wondering if the basic idea could work.
>>
>>48317915
>>48317890
>>48317872
Vigilance sometimes goes before reach/haste.
>>
>>48317941
Sometimes? Show me where it doesn't. Again, no including the list cards.
>>
>>48317921
Pointless card.
Demons will never be prevalent enough.
>>
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>>48317941
I would actually put Vigilance first to try and follow an "order of operations", but Wizards is rather inconsistent when it comes to the order of these things. It think it's just easier to read it in alphabetical order than order of "importance".
>>
>>48317959
hmhmhmhmh

Flying, first strike, deathtouch/double strike, vigilance, haste, reach, hexproof, indestructible, lifelink, menace, trample?
>>
I'm gonna go to MTGO solitaire and try to give a creature everything.
>>
I've been pondering doing a mono-colored themed set, and I'm wondering how best to focus things on playing only one color. So far, I have the following.

Natural Paradise 1GG
Enchantment
Forests you control have "T: Add GG to your mana pool."

Primal Baloth 2GG
Creature - Beast
Primal - So long as you control only Forests, Primal Baloth gets +1/+1 and trample.
3/4

And frankly, I'm not sure how best to word the Primal ability. The way it is looks really wrong.
>>
Alright...
According to MTGO it's just alphabetical.
Which is wrong order.
>>
>>48318119
I think the issue with Primal is that it doesn't specify lands there. For example, it wouldn't trigger with that Baloth on the field, because you don't control only forests, you control forests and a Beast.

I think a better and more color-neutral way to would involve mentioning just 'basic land type', but I'm not sure on the specifics.

Another way to make mono-color matter could be to use Domain as a downside, like having a creature enter with -1/-1 counters for each different type of land you control. If you're mono-color, it's a solid body. If you're multi, it sucks.

I also wouldn't suggest forcing it too hard. You can already encourage mono-color a lot by having intensive mana costs and lacking multicolor synergy. You don't need to outright make certain mono-color cards amazing, but the theme should be there.

Devotion could be a good thing to look at, and Shadowmoor block might have some inspiration for how to play around with color.
>>
>>48318119
Several ways you could go with primal, with varying degrees of strictness:
>As long as each basic land you control is a Forest...
>As long as each land you control can produce [G]...
>As long as Forest is the most common basic land type among lands you control...
>As long as Forest is the only basic land type among lands you control...

>>48318120
There was an Ask Wizards once where they basically said "There's a few guidelines, but it ultimately comes down to what reads the best on the card."
>>
>>48318167
>>48318212
Anti-Domain could be fun.

>As long as Forest is the only basic land type among lands you control...
That's probably going to be the best way to word it.
>>
>>48318249
I'm not even sure if you'd need to make a new keyword for it, as Domain could potentially function for the purpose if you word the cards correctly. Like Domain - Draw 3 cards, then discard a card for each basic land.

I would say Primal would work better with a more general wording so that it could be placed in other colors as well, though I'm not sure that's what you want to go for.
>>
>>48291738
It's not countered by the game. It just fails to resolve if the target becomes illegal.
>>
>>48318328
702.46d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution.
>>
>>48318391
But even if a spell that can't be countered can't target anymore it still fails to resolve.
>>
>>48318440
The spell or ability is countered if all its targets, for every instance of the word “target,” are now illegal. If the spell or ability is not countered, it will resolve normally.
>>
>>48318440
It's technically 608.2b that rules out when spells get countered by the rules, not 702.46d.

Yes, because they specify that they "can't be countered by spells and abilities" because the game rules have to be able to counter them, per 608.2b.

The only spells that have hard text that they "can't be countered." (period, full stop) are non-aura permanents (like creatures), because they don't target and so there's no way for them to be countered by 608.2b.
>>
>>48295563
But in black
>>
>>48289919
It doesn't need an "if you do", as in the case where it wouldn't happen, with an empty library it will just do 0 damage, as the converted mana cost of nothing is zero.

Alternatively, you could reword it like
UR, T: Put the to card of your library into your graveyard. If that card is an artifact card, ~ deals damage equal to to that card's converted mana cost to target creature.

This way you can dig,albeit slowly, even if the card is not an artifact.

>>48303652
Doesn't need exile, rather
>Reveal cards from the top of your library
rather than
>Reveal the top card of your library
to keep digging.
>>
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I like the idea behind clash, but not its implementation.
>>
>>48320682
The way this is currently written, one player may choose not to reveal a card, then the effect flops. Maybe try something like "You may have both you and target opponent reveal a card from your hands. If you do, clash, and [effect]."
>>
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>>48320703
I got rid of the may clause because it's too wordy.
>>
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>>48318440
Look at this guy's Oracle text.
>When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don't make an exchange, sacrifice Gilded Drake. This ability can't be countered except by spells and abilities. (This effect lasts indefinitely.)
It's made this way so it will still resolve even if the target becomes illegal.
>>
Is there anything for creating cards that aren't magic cards?
>>
>>48315746
Why not use 4 different tribrid mana in the mana cost?
>>
>>48316729
Do it, don't let your dreams be dreams.
>>
>>48322874
Because tribryd is an abomination.
>>
https://www.youtube.com/watch?v=RQvUNqD7U8o
How would you make The Red Dwarf as a Magic card?
>>
>>48323259
A planechase plane.
>>
DED THRED
>>
>>48326576
DED GAEM
>>
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>>48327073
I think it would work better if it triggered ob each opponent's end step, for that opponent. Because I think the guy who cones before you will get hurt more than the guy after you.
>>
>>48318440
That's why spells that can't be countered that target always say "can't be countered by spells or abilities" so the game rules can still counter it for having no legal targets.
>>
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>>48328439
Why isn't Mill an action word yet
>>
>>48328872
Because they have a bunch of variations of it.
>>
>>48328965
Yes, but enough of them use "Put the top X cards of a library into their owner's graveyard" that I think they could easily simplify it to "Target player mills 2".
Exiling has its own terminology (exile, natch) and what are these other variations?
>>
>>48329015
Just the various caveats to it. Its not they couldn't simplify it but that it isn't common enough for them to bother. If they increase the amount of mill we see we might get an action word for it.
>>
>>48328872
>>48329015
I think its more that "Mill" as a word doesn't have any connection to what's happening, rules or flavor wise. "Target player mills 2" doesn't mean anything to somebody who hasn't been told explicitly what mill means, while other mechanics like Trample, Regenerate, or even Wither have a bit more suggestion as to what they mean.

And nobody's come up for an evocative mechanic name that describes what it does.
>>
>>48329015
I think partly because "mill" just comes from Millstone, so it's still sort of colloquial.

I agree there should be a keyword for it, but I feel like they'd use something other than mill, despite protestations.
>>
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I'm not quite finished with the black commons yet, but here's the BG mechanic as it stands currently. With mana cost matters being a part of the set, I figured some mana generation would help smooth out limited.
>>
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>>48329593
That seems fairly exploitable.
>>
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>>48330543
What other methods of adding +1/+1 counters are there in your set?
>>
>>48330543
>colorless llanowar elves
Not okay. Metalworker isn't even that.

Also runs into trouble with playing another one of itself if you get one out.
>>
>>48330561
It's just a one-off. Though now that I think of it, it should actually be 0/0
>>
>>48330543
I think this is too good. Even at the basic level it's a 1/1 mana dork for 1, but you also have the option to pump it up all the way to a 6/6 that makes 6 mana each turn. Playing more than one with a method to put counters on them will get out of hand very quickly, especially when combined with any other sunburst cards in the set.
>>
>>48291775
they seem cool, but I think essence of the path would confuse a lot of players
>>
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Hey guys, I didn't know where to put this so hopefully you don't mind me posting it here.

I signed up for Pucatrade a few months back an people rarely to trade with me even though I have many cards on my 'want list'. One person who quite nice, so as a thanks I made this since he really likes Liliana. I hope you all enjoy it too even if the details may not be 100% correct.
>>
>>48331651
Good job, very nice work. I hope you have some online site you use as a portfolio if you want to get into art professionally. As for PucaTrade, while I've heard really good things about it, I've also heard some not great things. Namely, that the site always looks into the stats of Magic trades as a whole instead of looking at what people on the site actually want, leading to some dissonance in what is wanted and what is sold.
>>
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So, need to balance this. I thought it was fine where it was, but another anon said the cost should go up. Though I'm not entirely sure how to up the cost without making it obscene. Reduce mana cost and increase trigger cost? Include another color? I like this guy at 2/2, though I'd be willing to up it to 3/3 if it helps.
>>
>>48332388
I think the mana cost is fine, but 'control another player' effects tend to cost like 8 mana. I think you're going to have to make the trigger cost at least 7 for it to be okay.
>>
>>48332418
I think he intends it to be a Mindslaver type deal, not just a "control target player." Mindslaver costs 10 over 2 turns, this costs 8 over 2 turns (of which 4 is colored), and not only has to untap, but has to connect. As a 2/2 it'll be chumped for days, and if you're willing to spend cards and mana to give it evasion, you're already bumping it more expensive than Mindslaver.
>>
>>48332418
What >>48332448 said. I realize that the CMC compared to Mindslaver is lower, yes, but not only does it need double Black for both costs, it also needs to connect first. With Mindslaver, if you have 10 mana, the effect is pretty much guaranteed.
>>
>>48332448
Yes, but compared to mindslaver this can be triggered 2 turns earlier. Mindslaver will go off on turn 7, this can trigger on turn 5.

Raw mana cost isn't the only factor here.
>>
>>48332503
The decks that want Mindslaver are the kind that can abuse it requiring only colorless mana. Tron can assemble on Turn 3 and activate Mindslaver turn 4, or drop and activate on the same Turn 4.
>>
>>48332388
Controlling another player feels blue to me
>>
>>48332503
That is a valid point. Thanks, I probably wouldn't have thought of that. So, 1BB for the creature, 5BB for the trigger?
>>
>>48332535
Sorin Markov and Worst Fears are the non-artifact versions of this effect, and both are mono-Black.
>>
>>48332535
It's in black as well as on an artifact. There's a card in either Khans or Dragons that does it.
>>
>>48332570
Oh shit, that card I was thinking of was actually in Journey into Nyx. And OG Sorin did it like >>48332568 pointed out.
>>
>>48332535
The only cards with it are Black or Colorless. Personally, I think it could also fit in Red, as temporary control tends to be Red rather than Blue.

I think the idea though is that with that sort of effect, you're going to be trying your hardest to empty their hand and blow up all their creatures, which is effectively discard and destroy effects, which fit nicely in Black.
>>
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>>48332596
Oh yeah, the guys at Command Zone were talking about the new Emrakul, and said that if the opponent you gained control of has a sac outlet, his entire board state is going to be completely wrecked. As for Blue or Red... I'm not sure. It's just such a fringe effect, though you do make a good case for Red.
>>
>>48332713
The abilities seem kinda odd on how they don't really work together. I think I would've had it gain you life for each tapped land you control.
>>
>>48332713
I agree with >>48332840

I assumed it was supposed to be a bonus amount of life for tapping out each turn, until I re-read it.

2 life for leaving a field empty could work in certain decks, but it just feels like a small bonus for someting you don't usually want to do.
>>
>>48332751
The justification for blue is that blue has a ton of mind domination stuff and is all about control.
>>
>>48332913
Blue is more about manipulation, not assuming direct control. It's like finesse vs. force or inception.
>>
>>48332913
Adding to what >>48333024 said, just take a look at discard vs. mill. Black targets the working mind, yanks out the thoughts directly. Blue targets the memory, slowly erasing thoughts.
>>
>>48333024
>not assuming direct control
There's a lot of that in blue as well as more subtle manipulation. Also I don't really get how the distinction applies to the mindslaver effect besides he mechanical side of it being able to clean house.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405202
This is pretty abrupt and forceful.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39620
This one is straight up force, and Vedalken Shackles (though not blue, it relies on islands) can be thought of in the same way
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209001
This one implies that it's just the caster imposing their will on the subject.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=242498
This is straight up possession
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=239986
Another possession type
The real distinction that I can see is that blue's effects of the sort are usually permanent and are about controlling something lesser than yourself through either directly projecting your own will onto it or by altering its consciousness in some way, which I can see doesn't really fit that well with player possession.
>>
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I was thinking of a version that had
>Whenever ~ attacks, you may exile target creature defending player controls. If you do, that player puts a 3/2 colorless Eldrazi Horror creature token onto the battlefield.
But this idea came first. I just wanted to use the name, really.
>>
>>48333384
With a name like that I'd expect something more chaotic.
>>
>>48333397
I'm bad at random effects, so let's ripoff Whims of the Fates.
>When you cast ~, each opponent separates all creatures he or she controls into two piles. Then each opponent chooses one of his or her piles at random and exiles those creatures.
How's that?
>>
>>48333452
Seems neat, but also the card is black and chaos is usually attributed to red.
>>
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>>48333483
I would change it be BR of course. But I'm too tired to do this shit now. Have something probably imbalanced or not fun. Going to bed.
>>
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Still mad they didn't try any off-color madness cards.
>>
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It's been a while since I've put together a card. I know the wording on the effect is off - I'll balance the card and fill in all the details after the text is fixed up.

Essentially, it's a pseudo-defensive green enchantment, that allows the player to tap for additional mana if the opponent utilises their creatures. A 'frame' is a crossing, or border-post.
>>
>>48334227
Pretty interesting. What would be the thing that ties the frames together? The bit that only lets it activate if your opponent has a tapped creature?
>>
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Is this card formatted correctly? I'm not sure exactly how to do this effect.
>>
>>48334384
I think so.
>>
>>48334384
Yeah, that's good. Given the name, I assume it's intended that it requires no less than two creatures you control to activate.
>>
>>48334269
At the moment, each Frame has Enchant Land. I can't say if it would detract from the idea if they had different triggers - I did imagine Frames that would activate if you are attacked or dealt combat damage.
That's the best in-Magic way I can think of to represent crossing a physical threshold, or travel and migration.

Think of Frames like airport security, except you'd eventually make your investment back.
>>
>>48334384
>Two target creatures you control each deal damage equal to their power to a third target creature.

I'm iffy on the phrase "their power". But I can't think of a better way to word it.
>>
>>48334431
Alright. Seems cohesive enough. Look forward to seeing more.

>>48334384
>>48334438
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262657
So I think it is "each deal damage equal to its power"
>>
>>48334461
>>48334438
Then, perhaps:
>Choose two target creatures you control. Each deals damage equal to its power to a third target creature.
>>
>>48334473
That sounds better.
>>
>>48334473
Alright, I'll use that. But I think "choose two target creatures" is irrelevant. You're already targeting with the "choose", right?
>>
>>48334530
No. Targetting MUST use the word "target".
>>
>>48334530
The word you're looking for is "redundant" instead of "irrelevant" for one. The other thing is that targeting and choosing are two different things mechanically. Choosing is just that, but targeting signifies that something is being done and can be blocked by various things (like hexproof/shroud) and is thus used more often.
>>
>>48334530
To expand on what other anons are saying, the "choose target" wording crops up every now and then when you can't sum up the action in a convenient, simple verb phrase.

Wizards likes to have target declarations be one of the first things you read in a card's text, because it's important to know what you can cast it on and, technically, choosing targets is one of the earliest parts of casting a spell. However, sometimes "target ____" would more naturally occur in the middle or even end of the phrasing of the spell (in English), say in an effect like Drown in Filth's:
>Choose target creature. Put the top four cards of your library into your graveyard, then that creature gets -1/-1 until end of turn for each land card in your graveyard.

Alternatively, a worse wording
>Put the top four cards of your library into your graveyard, then target creature gets -1/-1 until end of turn for each land card in your graveyard.
Which may lead novices to think that you mill BEFORE choosing a target, which isn't the case.
>>
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>>48288111
If OGW did anything, is allow these bullshit design spaces for /tg/ challenges.
>>
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>>48335036
>that spell gains flying
>>
>>48335036
The templating is
>If that mana is spent on a _____ creature spell, it gains haste until end of turn.
See Generator Servant.
>>
>>48335036
>>48335049
>>48335066

Is the reason the effect only lasts until end of turn due to memory issues, and knowing whether or not the creature still has flying at any given point?

It's a cool idea, though, and could work for each colour pretty easily.
>>
>>48335126
Memory issues.
>>
>>48335049
The characteristics of a spell determine the object it becomes.

In Generator Servant, the spell itself gains haste aswell.

>>48335066
Can't say I remembered that card. Ty.

>>48335126
Yeah, good old memory issues :[
>>
>>48335189
Well shit then. Didn't know that.
>>
>>48335189
I like the idea of giving spells keywords. I know some already exist like Bloodthirst and Morbid, as well as some instants and sorceries gaining Lifelink and Deathtouch.
Are there any others that could work?

If a spell had Hexproof, would it become uncounterable?
>>
>>48335250
>If a spell had Hexproof, would it become uncounterable?
No, for several reasons. It would still get countered if it had no legal targets, if a blanket counter was used that doesn't target (Counterflux), and also hexproof only refers to permanents.
>>
>>48331767
I appreciate your kind words. My art is a side project and something I use to make gifts for people. If I get better I would like to do something with it but for now I just have too keep working at it.
>>
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>>
>>48335473
Very neat
>>
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How's this for fair targeted land removal?
>>
>>48335806
Well, it doesn't set you back a land drop and denies your opponent colors if they aren't playing green and can also get rid of utility lands.
>>
It's a bit expensive, but that's mainly because it's actually being used in a custom standard set. Thoughts on what I could replace the -abilities with?
>>
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>>48335913
And I forgot the card, I'm an idiot.
>>
>>48335926
What is "valhalla"?
>>
>>48335943
>>48335926
Valhalla - If this creature or a creature dealt damage by this creature would die during a combat phase, exile it instead.
>>
>>48289623
Osari sycophant should not be a 2/1, savanna lions has only once been printed at common and that was in eternal masters.
sense of grandure is useless, compare to ivory mask, the card would possibly be an ok hate card at 2 cmc, but still likely shouldn't be common.
I *think* toll enforcement is OP, I really like the idea though, but regularly killing a creature and drawing a card is a bit crazy for 2 mana, it's practically like a miscalculate that still draws you a card when you counter something.
I don't get what the point of large cmc matters is, feels like a sillier version of normal tribal effects.
Chains of faith is a bit weak for draft, occasionally tapping a creature isn't very strong, and a bad version of silence is not going to be good in any non cube draft.
Expulse feels silly, why would I ever spend 5 mana on a spell that barely does anything?
Heron is cool.
>>
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I've been poking at making some Incarnations with dumb splashy effects and came up with this one. Is it alright?
>>
>>48335926
Do loyalty counters stay over Transform?
>>
>>48336351
They do.
>>
Would you accept cards with a Phyrexian Transmute cost?
>>
>>48336765
Technically not, but only because I will accept 0 cards with phyrexian costs.
>>
>>48336775
Why? Transmute would be a great Phyrexian mechanic...so would Graft now that I think about it...and maybe Scavenge (but not Dredge, just no, Phyrexian Dredge would be broken as hell)
>>
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>>
>>48336825
I believe the above poser is saying your suggestion for Phyrexian mana in Transmute costs is a good one, but they despise anything that Phyrexian mana has touched so on principle they must decline.

Helping!
>>
>>48336883
Fair enough, I'm not gonna force them to like my ideas.

Personally I think the best way you could balance Transmute on a Phyrexian card, is by having a regular transmute cost on a card with Phybrid Mana or vice versa.
>>
>>48335036
What bullshit design spaces?
>>
>>48329015
comparing it to exiling doesn't really work, since you can exile anything from any zone and it will always go to the exile zone
milling is removing cards from the library and putting them into the graveyard - it's really, really narrow.
also 'mill' as a name is pretty janky - for one, there's no immediate indication of what's actually happening for, say, a newcomer, whereas stuff like 'destroy' and 'exile' are pretty obvious.
if there was going to have to be a name it wouldn't be 'mill' and would probably have a little more use outside of specifically milling (something to generally cover shit going into the graveyard that can be used for any zone would work. hell, maybe 'destroy' could be expanded if you want to get radical with it)
>>
>>48337302
I remember in Maro's article where he talks about things he would change about Magic if it were being made today, he talks about how he would change the use of the word "discard" so it could also work for mill. Like, you could discard from your hand, and discard from your library.

>I would say 'discard from the hand' and 'discard from the library' to have a way to mill cards that players would get."
>"Mill?"
>"Slang for putting cards from the top of the library into the graveyard.

http://magic.wizards.com/en/articles/archive/making-magic/starting-over-2015-01-26
>>
>>48336941
Yeah. I like the idea of having the transmute cost be phyrexian on a normal costing card. Could be a good way to represent it.
>>
NT: >>48337811
NT: >>48337811
NT: >>48337811
NT: >>48337811
NT: >>48337811
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