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/ccg/ MtG Custom Card Thread /cct/

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Thread replies: 312
Thread images: 127

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Kaldesh and other nifty things edition
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
Threadly question: When working on a card, where do you find the inspiration for new abilities or mechanics?
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>>49179033
buffer before new vehicles come in

tried another attempt at a 2-walker
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>>49180469
+1 is a blue ability, no matter how much it feels like it makes sense.
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>>49180680
>T2 Marit Lage.
ay.
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>>49180680
I feel like if you add "target land you control" it becomes fine, considering elsewhere flask
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>>49180734
Blue can turn other lands into other Basic types. This is just an extension of that ability.
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>>49180713
>>49180734
And in case you're concerned about Dark Depths, don't be. Vampire Hexmage and Thespian's Stage do the same thing (the latter being nigh uncounterable).
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>>49180469
if it was Land you control then sure
otherwise yeah, blue ability
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>>49181222
>Feint [cost] ([Cost], Return a blocked attacker you control to hand: Put this card onto the battlefield tapped, attacking, and blocked by the same creatures.)
You can be less formal about reminder text wording to save space. This is based more directly on ninjutsu's RT.

>Exile X non-Elemental creature cards from your graveyard: Return ~ from your graveyard to the battlefield with two times X +1/+1 counters on it.
>>
>>49181222
Should probably never refer to "the stack" and instead use "each spells cast before it"
That card should also probably cost at least 2 more considering it's uncounterable and also mills your opponent.

Pyre's remnant is also broken. First off, actually casting it gives you no benefit. Second, cheating on mana is the easiest way to break a card (and format).
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No prizes for guessing which card this is a reference to.

>>49180469
+1 definitely needs to be "land you control".
Otherwise, this is an excellent attempt at a 2-mana planeswalker.
You should cut down on the length of the last ability by using the new "create" wording:
>Create a colorless artifact token named Mox Sol with indestructible and "[T]: Add [WUBRG] to your mana pool."

>>49180713
Cut the land ability, make him a Soldier, and split the first ability into two, so other Legendary Soldiers get +2/+2. You have a much more cohesive, striking card that doesn't feel like two uncommons stapled together.

>>49181037
...Huh. Cute. I could totally see a Myr along these lines.

>>49181222
Something's horribly wrong with your font rendering. I like Feint quite a lot - >>49181281 has the right idea about the reminder text.

>>49181222
Milling cards is kind of weaksauce for such an unusual effect. Straight life loss would be fine in UB. It's not strictly kosher, but, given that Split Second already refers to it, I think you can get away with referring to the stack in rules text.
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Second draft of my green uncommons incoming.
>>49182338
All Hallow's Eve on legs? I can get behind that. Weird that your version is one-sided, though, for such a direct reference. Although I do think your version works better.
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>Weird your version is one sided
I really wanted to have it reanimate both player's graveyards and pit them against each other, but the textbox size is a harsh mistress.

>>49182914

>Glyph-Etched Golem
Feel like this could be XGG for a 1/1.

>Grand Builder
Perhaps
>The monuments of Merys-Maat are as tall as the death-pits of their builders are deep.
?

>Ba of Reincarnation
Smart way to capitalise on Legacy.

>Feeding Pit
Sounds more like a land or an artifact than a Sorcery. Why not "If you control a permanent with CMC >5, you may have that Cat fight target creature you don't control"? Seems simpler than "up to one."

>Tireless Labor
How about "When ~ enters the battlefield or you spend 5 or more mana..."? Quite a bit stronger, but it seems pretty lackluster ATM.
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Updated versions of a common cycle, after critiques from guys here.
Each is supposed to showcase their faction's mechanic.
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>>49183871
UNcommon cycle, excuse me.
With regards to this card, is there anything in the rules that says it doesn't work?
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>>49183871
Meek should be italicised.
"Narset" in Disciple of Narset's flavor text shouldn't be italicised.
Scout the Catacombs is weak as hell, even if you delve really hard.

>>49183957
Should work fine.
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>>49184104
Thanks for the wording stuff, with regard to Catacombs, what if it were, take up to two out of the grave, one into your hand, one on top? Would that require a change in cost maybe to 5GG with Delve?
>>
First draft of my multicolored uncommons, finally finished! Once I get these squared away, I can move on to the rares.

>>49183212
>Tireless Labor
I can give it an ETB as well.
>Feeding Pit
I believe that either way works. "Up to" just takes up a bit less room than "you may have." Unless I'm wrong about that, in which case I can definitely change it.
>Martyne Bladesinger
It feels disconnected, like just a bunch of different blue abilities on a stick. Sometimes it taps creatures, sometimes it untaps. It doesn't really seem to mesh. I almost feel like I'm missing some sort of wider context. Am I?
>>
>>49183212
>>49184401
Feeding Pit needs the "up to one" or you can't cast it if there are no creatures on the battlefield.
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>>49184686
Then I'll leave it as-is.
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In a perfect world, this card would have an ability that lets itself be played into other players games as an instant. But we don't live in a perfect world yet
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Ded thread, ded life.
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>>49179033
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>>49188368
tried to balance ancestrall recall
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>>49182914
Cats are white, not green.
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>>49188985
Are you implying that cats can't be green?
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>>49189010
There has been 0 cats in magic that are mono G so yes. Especially as a token. It would be like making a U beast token, or a R zombie token.
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>>49191304
That is downright false.
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>>49191304
Mirri?
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>>49191304
Wild jungle cats are objectively green and not at all white
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>>49179033

I have a question for you guys.

I want a mechanic that lets you discard cards to put basic land tokens into play. How do I word it so that this counts as your one land drop for the turn?

Forest Drop (Discard this card from your hand: Create a forest land token. Play this ability only when you could play a land. Playing this ability counts as playing a land card.)
>>
>>49192142
I wouldn't. Magic isn't Duel Masters. The land system is a fundamental part of the game.
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>>49192142
Like everything in MTG design, this is way easier if you use the DFC template. Not necessarily a good idea, though.
>>
I'm gonna bump the thread with some updated collages.
>>49193262
That's an elegant way to do it, but I still feel like it just isn't a good idea.
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>>49193839
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>>49194070
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>>49194148
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>>49194174
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>>49194174
Plea for might's red
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>>49194207
>>49194220
Black can do rituals too.
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>>49194268
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>>49194318
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>>49194346
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>>49194268
There's a big difference between a discount ritual and one that gives net mana.
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>>49194375
>>49194379
Rituals are still a part of black's color pie, though. Big mana matters in my set, so I brought them back to black in addition to red.
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>>49184401
All right, I'm out of collages, and the thread has been successfully bumped.
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>>49194427
I wish I had time to go over more of this, but I wanna say that Flaming Invocation is amazing and I would give my left ovary to see it in Standard. Also, your set quality overall is extremely high.
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Because I was making a Toshiro Umezawa EDH deck, got thinking about black Instant speed removal. This is questionably removal though, since it needs an additional source of damage or toughness reduction to kill.
>>
>>49195442
Thanks, anon! I appreciate that. I work hard on my sets, so it's always nice when people enjoy them.
>>49195763
Can't say I'm the biggest fan of the art choice (which is subjective, of course), but the card itself is rather interesting. I like that it kills anything with 1 toughness outright, and thinking of other uses for it is fun in a johnny sort of way.
>>
>>49195763
Well at worst, it's an alright combat trick. Especially for one mana. Better for getting through walls than saving your creatures from a top-heavy hitter though.
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>>49191304
http://magiccards.info/query?q=t%3A%22cat%22+c%21g&v=card&s=cname
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>>49195763
Eh, most of the time I'd prefer a disfigure.
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>>49192142
Landcycling is the easy way is you don't mind the shuffling.

>>49194427
>Rituals are still a part of black's color pie, though
Rituals are no longer black, and haven't been in black since Torment. Heck, not even red gets rituals these days. The closest you get are spawn/scion makers that let you bank mana for the next turn.
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>>49197667
Black does have a recent ritual, but you can barely call it that.
Dark petition gives you a chunk of mana, but that's only after Spell Mastery (which admittedly is easy to trigger).
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>>49195763
Hey, that looks pretty neat!

>>49192573
>>49193262
>>49197667
Eh, I figured that landcycling would be the best way. I really was interested in borrowing from Dual Masters though.
>>
I'm having trouble converting flavor for commanders into on card abilities. I've got this big Jund colored demon who I know I want to care about sacrificing permanents but I don't know how to turn this into an ability.
>>
>>49197756
What do you even want him to do?
>Whenever a player sacrifices X, do Y
>Sacrifice X: Do Y
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>>49198145
I want him to sacrifice minions as an example, maybe some sort of pump effect when he sacs a creature, but that feels to close to Mazirek.
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>>49198226
Well, what makes him Legendary then? What kind of character is it? Why does he even have minions?

Sac to pump is just so generic for black.
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>>49198426
He's a demonic general who's star is in the ascendant currently. While his campaigns have been successful, they have been bloody, with the general disposing of underlings that have failed him.
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>>49181222
Hallowed Undreaming doesn't need to reference the stack. You can just go ahead and say "each spell". Spells only exist on the stack anyway.
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>>49198477
No offense, but pretty generic so it's not much of a mystery why you're not getting much inspiration.

Here's what I could come up with. Wordy as butt, but it's something new.
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>>49198935
And then I immediately think of a better way to do it. Still wordy as fuck.
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>>49198477
"Sacrifice another blocked creature: Target creature you control gets +1/+0 until end of turn."

Like >>49198935 said, though, it's a pretty generic concept, so there are probably tons of different approaches for conveying the flavor.
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Thoughts on this? I'm designing this for cube play. Is the wording clear, or should I add reminder text that the second effect still counts as the land per turn?
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>>49199232
I think it needs to be restricted to sorcery speed regardless if you can actually play the land or not. It would also clear up any priority issues in multiplayer.
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>>49198973
>Other creatures you _control_ attack each turn if able.
>At the end of combat, you may sacrifice a blocked creature you control. If you do, search your library for a creature card with power X, where X is 2 plus the sacrificed creature's power onto the battlefield. Then shuffle your library.
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>>49200841
Trample is a thing and so are creatures that are capable of dealing noncombat damage. It is also a mandatory sacrifice, being a demon and all.

My idea was all he cared about was that the other guys at least touched your opponent.
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>>49200883
Well if you are going to be too specific your card gets too niche and is just a waste of a mythic slot.
Do you really want to over complicate a card's wording for a few minor situations?
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>>49200916
I wouldn't consider it that niche or even that specific. The ability also tutors whatever you want without endangering the legend, so it's plenty powerful enough to warrant the restrictions anyway.
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>>49200947
Literally only being able to sac creatures that were blocked, not killed, and didn't trample is awfully niche.
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>>49201031
That's not much different from what you're suggesting, which is saccing a creature that was blocked and didn't die.
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>>49200916
This card is undercosted. It's got 3 keywords and isn't far off from the normal curve especially at uncommon. Even at rare it's probably too good.
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>>49184185
Reclaim already lets you put any card from your graveyard to top of your library for just G. 5GG with delve and any two to hand would be fine.
>>
>>49184401
10/10 flavor. The eye needs flash or some way to make the 3 mana silence mode worth playing. As it stands, the only benefit of not picking the combat skip option is nullifying combat tricks for a turn. I like the way ransomers interact with legacy.
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>>49201191
Vampire Nighthawk is a 1BB Flying Lifelink Deathtouch 2/3 uncommon, which is fairly close in terms of power level.
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>>49197667
Black only sometimes gets rituals as a throwback sort of thing, with Dark Petition and Liturgy of Blood. Have to say though, totally wrong about Red. Last one was in Fate Reforged, it is something Red still gets to do, Wizards just doesn't want it everywhere though, so they limit it.
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Still looking for a better image. Also not entirely sure of the cost. I realize Deathbringer Thoctar is more expensive, but it's bigger and it gets P/T counters instead of these sort of "marker" counters.
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>>49182914
Tireless labor in a R/G multi player game with mana geyser, turn 4-5. Fireball for lethal?
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>>49183157
Have you considered adding a ping ability to this? Either something like Prodigal Pyromancer or firstest strike.
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>>49201031
This is exactly the kind of thing the new Energy mechanic was designed for.
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Let me guess, everyone's at school.
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>>49203643
Not quite but I see the similarities. Charged is intended to keep each card to it self, and also works with proliferate.
I do agree they are similar though. I've also been using this keyword sense before Keledesh was spoiled.
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>>49205720
Also it's spoiler season. These threads always die during spoilers.
>>
>>49205720
This seems rather unfocused and probably does too much. Generally it's either one or the other (artifact or enchantment) especially at that cost.
The closest card in power level is Vedalken Archmage which only draws on artifacts and is 2UU.
The last ability is also a bit odd since WU doesn't usually go wide with equipments and auras.
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Oh yeah, here's this crazy thing again. Wanted complete permanent removal, but wanted to get rid of the problem with removing lands.

>>49207962
Yeah. I think I might turn her into a mana dork. She's supposed to be an alchemist, so I want her to help get stuff onto the field, or maybe tutor stuff. Maybe a polymorph ability?

>>49207657
Why? Talking with people on another thread about the new spoilers?

>card
Meh. If the creature is important enough to chuck removal on, the opponent is going to sac a land every time. Maybe choose a creature and a land controlled by the same player, the player sacs one. Not that great either, but better at least, I think.
>>
>>49201031
I don't really see the purpose of having 8 counters and requiring you to remove 2 over just having 4 counters and removing 1.
Red also doesn't grant flying. That's more white and blue even if red does get flying on its own.
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>>49208463
Try counting the number of runes in the art.
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>>49208592
That's not a very exciting top-down design decision.
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>>49202441
Dark Petition and Liturgy of Blood are totally NOT rituals. They refund some mana, but never ramp you extra mana. Trying to extrapolate from that and say that black gets Dark Rituals again is absurd. By that logic, blue can get rituals because of Pore Over the Pages.
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>>49208960
>They refund some mana, but never ramp you extra mana.
So is Manamorphose not a ritual?
>By that logic, blue can get rituals because of Pore Over the Pages.
THIS is absurd. You're comparing a spell that directly adds mana to your mana pool to a spell that untaps some lands. This is the sort of argument that leads to terrible color pie violations.
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>>49209408
>So is Manamorphose not a ritual?
Nope. Why would you think that?
>>
>>49209408
Not him, but I actually wouldn't call manamorphose a ritual. It's manafixing with a cantrip as the net mana gain is 0. To qualify as a ritual I'd think it would at least have to offer you over what you put in as opposed to just giving you any amount of mana back.
Channel the Suns is a not often cited example I would consider a ritual.
And then Vessel of Volatility being the most recent example of an actual ritual (ability) instead of just refunding some mana or even casting for free (after you cast it).
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>>49209408
>You're comparing a spell that directly adds mana to your mana pool to a spell that untaps some lands.

U: Untap two target lands.

Same mechanic - untapping some lands. Gross result.
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>>49209592
Honestly, I always figured rituals were just spells that add mana to your mana pool. Though I will admit that most of them do add more than what was spent to cast them, and it's not the main feature on things like Liturgy or Petition. I agree with you on Channel, though I'm not sure on Vessel. Or the new Chandra, for that matter. And I mean the actual new Chandra, not "babby's first planeswalker" Chandra.
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>>49209642
This is the kind of logic that lead to Blue getting Vigilance in Planar Chaos.
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>>49209668
While Vessel doesn't offer any net mana if you both cast and sacrifice it in the same turn, it does offer you 2 net mana if you wait to activate it. New Chandra as well as other cards that /can/ but don't necessarily give you extra mana (like Xenagos) I would be hesitant to call rituals as well, especially since those are Planeswalkers.
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>>49209849
New Chandra and Xenagos are basically big mana dorks.
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>>49205720
I'm curious what the ages of various people in this thread are. I'm an incoming graduate student, so I start school in about a week, but even then its not like my class hours are as much as, say, a high school student.

Also, did somebody say rituals?
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>>49208934
I want it.
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>>49210665
Dude what the fuck is that overpowered shit
>>
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And here's this game-restarting thing. Note that all the exiled stuff is kept out of the next game, and that it exiles itself. Though I am starting to wonder if I should take into account Suspend and add something to counter that strategy.

>>49210665
Man, I don't even know how to balance this. Though right off the bat, I think it should have a fixed cost, maybe something like 4R. Maybe higher.

>ages
I'm in college. Classes are online this semester though. I'm curious, what are you going to graduate school for?
>>
>>49211412
Nevermind on Suspend. I just forgot how my own card works for a bit.
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>>49211113
Yeah, it's probably pretty busted. The previous incarnation was "2R, Add RRR to your mana pool, then add R to your mana pool for each color." Which makes it a marginally better Seething Song if you have 3 colors, a Seething Song at 2, and a worse Song at 1.

Rituals are one of those touchy things like counterspells that seem to be either broken as fuck or terrible.

>>49211412
I'm going for my PhD in Chemical Engineering. My undergraduate research was in simulation and modeling, with fuel cells the focus of my honors thesis.
>>
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>>49211560
>~ deals 2 damage to each creature.
>4UR
>Mythic
>Exile the top 2 cards of your library.
I'm sorry if this sounds mean, but I'm not surprised that you aren't studying game design. You realize Pyroclasm is 1R, right? Just saying. Not really sure on the other modes, but the first seems a lot more useful than the second.

Now watch as someone says my card is terribly costed, thus making me look like I'm the pot calling the kettle black.
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>>49197667
>Rituals are no longer black
Rituals are back in black for my set. The major theme is cost matters, so big mana is important. Every color is getting some form of mana generation.
>>49202059
The silence mode also stops counterspells and ambushes. I think flash would make it too good as-is.
>>49210665
I'm 23, and a grad student as well. I'm currently working on my Master's in education.
>>
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>>49210665
I'm 23, about to get my degree in finance, and working in a multinational firm doing what I like :3! Also work part time as a Java programmer, and I'm learning Python and Haskell.

>>49211412
Oh, what do you study, COAnon-kun?

>>49211778
Hm. I actually don't think it's *that* bad. Easy to kill, and your opponent has control over the draw. Comparing it to Sensei's Top, it's really not that broken. inb4topisnotaguideline If you wanna nerf it a bit, you could maybe make it 4 cards instead of 5.
>>
>>49211778
The idea was versatility. If I flip two Bolts off the top, I might want to be able to cast both. If I flip two Titans, I'll probably going to be able to only cast one of them, so I'll take it for free. If I flip two lands, well, at least I get SOMETHING out of the whole shebang.

That said, it could probably do more damage.
>>
>>49213273
Why not use blacks actual big mana mechanic?
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>>49213359
Because it's a multicolored set (enemy-colored), so I didn't want to limit black's mana generation to swamps and discourage multicolored deckbuilding in the process. That said, it shows up as well.
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>>49213293
>Oh, what do you study, COAnon-kun?
Writing.

>John
I was being more joking than serious. I just know how bad I am at balance. So, keeping the abilities as they are, do you think I should just bump the cost to 2UB?

>Rygal
I think it would be much better if it ETB with X +1/+1 counters, then you could gain control of a spell with CMC less than or equal to her power. I mean, what's even the point of casting it if you can't gain control of a spell? It'll just die immediately if there's no target, which I really don't like.
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Eeeeeeellllvessssss.
>>
>>49213590
>Writing.
What do you write/enjoy writing?
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>>49213903
Fantasy (as well as sci-fi) that isn't the same old bogstandard bullshit that's been done to death a million times already. Knight fights a dragon to save a princess? Boring. Dragon who can turn into a human leads an army of magitek forces while managing the politics of a united kingdom of several races and having to choose one of their princess to marry? Count me in.

I also have a lot of ideas for superhero stuff (surprise, surprise) though I don't really work on it much because... well, I dunno, I just don't want to do fanfic. I keep coming up with ideas though just because it's something I really like. Though in response, I started developing an original superhero world of my own, though it does take a lot of inspiration from the Big Two.

I've just started, but I have so many things I just want to get to paper.
>>
>>49213431
What about black's other ramp mechanics like saccing a creature for mana or paying life for mana.
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>>49214119
Do you have anything published, COanon? I got some work published in my undergrad university's creative writing journal. Small presses like that are decent jumping-off points for getting your work out and about.
>>49214186
Also covered. If there's a way to generate mana, I've probably got a card for it in the set.
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Completely unrelated, but has anyone here played or seen Mighty No. 9? I'm watching a playthrough, and it looks like total ass.

>>49214221
No, I just started.
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>>49214422
Its ass. You know you're bad when the Sonic the Hedgehog twitter is making jokes about you with the fucking Digiorno twitter.
>>
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>>49214605
Oh god yes, that was hilarious. And for the record, yes, every single fucking explosion does look like Chuck E Cheese-tier pizza.

>card
I'm surprised it doesn't spawn bears.
>>
>>49214712
>Grizzlybrand
It's a riff on Griselbrand.
Also its flavor text references (according to MaRo) the number one complaint about the 7/7 Demon that makes you pay 7 life to draw 7 cards.
>>
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A non-card made just for the ability.
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>>49216434
The problem with modifying spells that become permanents is that it's usually easier and more intuitive to just modify the permanent the spell becomes.
>>
>>49216434
>>49216474
Or have a continuous effect with a delayed trigger.
>Until end of turn, whenever a creature enters the battlefield, that creature deals 1 damage to itself.
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Is this ability to strong?
>>
>>49216857
Yes, very much so.
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>>49216941
That's what I figured, just wanted anon confirmation. Granting spells you cast delve would be more balanced, but I feel that might be too boring.
>>
>>49216980
While the card itself is a bit expensive, it's likely to drive the cost of any spell you have down by at least 1 and many more if you play self-mill. It might work as some sort of pseudo delirium where it only reduces by 1 as long as there is another in the yard, but I also feel like it would need another ability in that case.
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>>49216980
>Spells you cast cost 1 less for each card type that spell shares with a card in your graveyard.
Maybe?

Also, did somebody say granting delve?
>>
>>49217028
That wouldn't be bad "If a spell you cast shares a card type with a card in your graveyard reduce it's cost by 1" But thats pretty weak on its own.
>>
>>49205720
I quit making cards. I actually dunno why I popped in; boredom? Old habits? No clue.
>>
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This probably should cost more, shouldn't it?
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>>49217409
It also doesn't work as nonbasic land destruction for 1RG, if that's what you hoped for. Both targets have to be legal when you cast it with Fuse, at which point the Land isn't a Creature yet.
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>>49217440
Well shit.
>>
>>49217409
>>49217440
>>49217470
Just make the Reap part black and -2/-2 until end of turn. Boom.
>>
>>49217491
actually no that's retarded carry on. that literally fixes nothing and i'm stupid for even suggesting it. well, i guess you could change the wording to "target permanent" but that just reads strangely
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>>49217509
Well if it Pyroclasms instead of Shock it would work wouldn't it?

Obviously with an upped cost.
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(1/2)
I have a little challenge for you, /ccg/.

This challenge is mostly based around EDH- while I figure a lot of people are here to design draft and standard-set type things, I'm sure plenty of people here have- and continue to- make custom commanders and similar cards.

The challenge I present is relatively simple- make three to eight cards, each one within the color identity and somehow tied to a single legendary creature within the set of cards.

Optionally, build a small setting or story based around the cards you post. It's difficult to squeeze much flavor text on cards that are also mechanically heavy or exciting, so here's your chance to tell the untold.

On my end, and for an example, I decided to make an Abzan commander. I don't like a lot of the current choices- many of them are either gimmicky, combo-heavy, or horrible for Commander. I wanted to make a mid-to-high tier Commander that still fit with the others reasonably well.

Setting-wise, this is a place/plane where a large number of Elves live in the deserts, and true forests are rare. The deserts are as vast as the forests once were, and ancient secrets sleep below the feet of nomads and the roots of civilization.

Dhal is an assassin with the occult talent to raise spirits, by shaping the sands around him into proper vessels. The souls of those he kills feed his necromantic talent, allowing him to raise greater sand armies with every kill. He is a wanted man- and yet, his services are equally as desired. His goals, his motivations, his reasons- they are all unknown... and rumors abound that he does not speak.

His apprentice is likewise skilled in necromantic arts, though hers differ significantly. She cannot yet raise spirits, but she is able to commune with lingering souls and bring out small fractions of their powers for her own use. How she understands the teachings of a mute man, none can fathom.
>>
>>49217910
Lastly, there is the Glassforge. A mysterious ruin that collects light and turns the sand around it into liquid glass, it somehow continues to emit light even through the darkness of night and never cools. Nomads come and go by the light of the Forge, using it as a guidepost to find the nearby city, and treat it as holy land. It's true purpose- and creator- are lost to the sands of time.

To recap,
>Create three to eight cards, one of which is a Commander
>Make all non-commander cards fit the Commander's color identity
>Make all cards fit a single setting, theme, or design, and
>Optionally, if you've got the desire, time, and room, tell us about that setting, theme, or design.
>>
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All of these are massive works in progress but any advice/criticism/questions are welcome.
>>
>>49218104
DYZ's first ability doesn't work- it should probably be worded mostly like Odric, but instead of creatures, targeting equipment.

DYY would probably be better served creating 1/1 construct soldiers and auto-equipping them when an equipment drops, although nothing about either is particularly blue

YZY is worded incorrectly, abilities don't "remember" each other, it would be something akin to "sacrifice an artifact you control: search your library for an artifact card with cmc equal to or less than the sacrificed artifact".

JZY seems more white than anything and the last ability is way, way too vague

EZY is not Green at all, also probably look at Leovold- 3 more is a bit steep and no one likes paying added mana for everything they do
>>
>>49218104
Spells you cast cost 1 less to cast

As long as ~ has first strike from an attached equipment, other creatures you control have first strike. The same is true for flying, etc.

Whenever a nontoken artifact enters the battlefield under your control.

At end of turn, if you gained 5 or more life this turn, you get an experience counter.

Creatures you control get +1/+1 for each experience counter you have.

WUB, T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost equal to or less than the sacrificed artifact's converted mana cost, put that card onto the battlefield, then shuffle your library.

Spells that target you or permanents you control cost 3 more to cast.

get +0/+2.

Same as Aether.
>>
>>49217910
>>49217959
I had an old one sitting around, so I'll make two.

Witch of the Hollow Hills RBU
Legendary Creature- Hag Horror
1R: Target permanent or spell gains Wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters).
2B: Target permanent or spell gains Deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
3U: Target instant or sorcery gains "Draw a card.", or target permanent gains "T: Draw a card." until end of turn.
2/3

Witchfire XRR
Sorcery
~ deals X+2 damage to target creature or player.
Spells and abilities that target ~ cost 2 less to play.

Catching Dinner 2B
Sorcery
~ deals 2 damage to target creature or player. You gain 2 life. Scry 2.

Icy Gaze 1U
Instant
Choose one-
* Tap up to two target creatures.
* Tap target creature. It doesn't untap during it's controller's next untap step.

Warding Hut 6
Artifact Creature
Spells and abilities opponents control that target you cost 2 more to play.
Whenever a creature attacks you or a planeswalker you control, untap ~.
2/6
>>
>>49218275
The Gormenwood Haunt 2GWB
Legendary Creature- Spirit
Whenever a player casts an noncreature spell, if ~ is in the command zone or in play, you may pay 1G. If you do, create a 1/2 green spider creature token with reach.
Tap two untapped Spiders you control: Tap target nonland permanent.
2/5

Binding Silk 1W
Enchantment- Aura
Enchant Creature
Creatures you control have protection from enchanted creature.

Swarmladen Guest 4GG
Creature- Skeleton
Whenever ~ is dealt combat damage, create a 1/2 green spider creature token.
Spiders you control have deathtouch.
4/5

Patient Weaver 1BB
Creature- Spider
1B, T: Until the start of your next turn, the next time target creature becomes tapped, destroy it.
2/3

Rotten Tome 1
Artifact
Whenever a card enters your graveyard from anywhere, you may exile the top card of your library facedown.
T, Sacrifice ~: Shuffle all cards exiled with it into their owner's libraries.
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>>49217910
I gave it a shot, including some of the cards I've thrown together previously, and making a few new ones. Overall, probably a rushed mess with awful power level issues, but lets go through them.

The theme was "RW Spellslinger" with subthemes of "Red Impulse Draw" and "RW Lifegain matters".

Belenus and Houyi both serve as possible commanders, being prowess lifelinkers that can help stretch the value of noncreature spells. Belenus benefits a bit more from a hardcore spellslinging build that lets him chain red spells off the top of his deck, while Houyi can be suited up in a more traditional Boros Voltron to keep the board clear and the life coming. Also, I'd just like to say I love opportunities for extended art cards like these. And they should be Mythics. Whoops.

Pyromancer Advocate is a throwback to an old GW cycle of "advocate" cards that return cards from your opponents grave to hand in exchange for various effects. I riffed on this to give an aggressively costed pinger that you can play politics with.

Sunflare Dragon is the big payoff fatty. Doesn't do a lot on his own, but a deck built around him means he can do a substantial amount of damage... but can also blow up your own team if you're not careful. Very Icarus-esque, I guess.

Otherworldly Lightning and Otherworldly Reinforcements are mediocre-to-bad cards that reward you for doing things like Mizzix's Mastery, Epic Experiment, or impulse effects... like Belenus and the next card enable.

Gushing Impulse is probably too powerful. It turns late-game bad top-decks into extra cards, something Boros often desperately needs. Discarding at random prevents it from being too powerful, I hope, as it becomes a desperation move to dig for gas.

Finally, Soulfire Awakening is a Soulfire Grandmaster/Tamanoa sort of thing. Turn that burn into life. Make your Blasphemous Act gain you 100 life for RW! Make Pyrohemia one-sided! Help your friends by turning their things into lifelinkers too!
>>
I also had an idea for a weird one. I'm not sure where to go with this.

Shadebent, the Broker 2GUB
Legendary Creature- Treefolk Wizard
XX: Target creature gets +X/+X until end of turn, then ~'s controller gains X life. Any player may play this ability.
XX: Target creature gets -X/-X until end of turn, then ~'s controller gains X life. Any player may play this ability.
XX: Scry X, then ~'s controller Scrys X. Any player may play this ability.
3/7
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I want Legion to be on if you have:
>Human Warrior
>Orc Warrior
>Human Shaman
As well as more obvious stuff as:
>Goblin Rogue
>Construct
>Elemental Cleric

Does this current wording enable that?

>>49218648
>Bele
Don't mix up very similar triggers on a single card. Have his second ability trigger from all non-creature spells. I'd also make him a 2/2 as his stats are already pretty solid for his amount of keywords and effects.
>Houyi
Way too strong even if he only had the active. A 3 mana repeatable twinbolt is pretty nice. If he was 4 mana I think he'd be fine.
I'd try not to have 2 prowess + lifelink cards in one set. I'd swap lifelink for reach.
>Pyro
Busted on so many levels. Play this + tainted remedy or molten vortex.
Even without those it's still an amazing shoot-man. Should be at least 4 mana at common rarity with how cheap the active is. 2 damage can kill a lot of things.
>Sunflare
Pretty cool. I'd rather see this as a legendary then Houyi to be honest.
>Otherworldly Lightning
Seems fine sense sorcery speed. Kinda strong but hard to earn that value.
>Gushing
Feels really over costed. Yeah it's sorta a repeatable draw engine but not really. I think you should make it cost less to cast. Maybe 1RR.
>Otherworldly Reinforcements
Should only make 4 tokens if you from-exile cast it.
>Soulfire Awakening
Seems really strong but hard to say. I think limiting it to only once a turn is a safe change.
>>
>>49218884
>Bele
That was dumb of me. Fixed.
>Pyro
Yeah, I can see the brokenness. I wasn't too scared of the interaction with Tainted Remedy or Sulfuric Vortex, because Remedy was out of color for the hypothetical RW EDH deck and Sulfuric Vortex turns off your own lifegain, but eternal formats are a thing, as are Mardu decks. Might shift it to a traditional advocate and make it mono-R with
>R, T: Return target card in an opponent's graveyard to its owner's hand. ~ deals 2 damage to target creature or player.
Although pingers, even for two, are fairly rare in EDH in my experience because the things you really want to kill rarely die to Bolt, let alone Shock.
>Sunflare
Understandable, although I worried about the viability of a six or seven mana general in colors that're not so hot at ramp. That's sort of the hot mess that Boros EDH is most of the time. Cast Gisela, it gets Path'd, Doom Blade'd, etc. and now you're in hot water.
>Otherworldly Lightning
"Shock with Upside" has been seen a couple times, so I felt fairly safe making it Galvanic Blast, Exile Edition, especially since "cast from exile" is arguably harder than "have three artifacts."
>Gushing
Was worried about its abusability, but I'll take it down to 1RR and see how others feel when I inevitably repost it.
>Otherworldly Reinforcements
If Lightning was Galvanic Blast, Exile Edition, this was Gather the Townsfolk, Exile Edition. Well, more Raise the Alarm because of types, but still.
>>
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>>49218879
I'd change the wording to:
>XX: Target creature gets +X/+X. Each opponent gains X life. Any player may activate this ability.
>XX1: Target creature gets -X/-X. Each opponent gains X life. Any player may activate this ability.
>XX: Each player may Scry X. Any player may activate this ability.
Also you don't play abilities. You can only play cards. Abilities are activated.
>>
>>49218984
I'm aiming for "He's always slipping you aid on the side", though maybe red/blue would be better for the ideal of getting your enemies to fight amongst themselves while you get stronger.
Noted, and changed.
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>>49218979
>Sunflare could get bullied out
RW can set up a decent pillow fort with ghostly + confusion in the ranks + stranglehold +heat stroke. There are also a bagilion easy ramp in colorless if you really care about it.
>Gushing
So the thing about gushing that makes it rather weak is you already have to put mana into it to get that almost-card draw, ontop of having to then play anything you get from it that turn. Like if it was on a 1/1 creature it could probably get the active set to 1 mana + discard a card + tap and be fair at 3 to cast.
>Reinforcements
Fatefull hour is far more perilous and risky to hit, and gather is also sorcery. Sure, playing it from exile may not be easy but it doesn't set you a lava-axe away from losing the game. Also instant speed 2 mana 5/5 is fucking insane.

>>49219004
You should make it more like:
>At the beginning of each opponents upkeep he or she choose one--
:: Draw a card and ~'s owner draw may draw a card.
:: Goad target creature ~'s owner doesn't control.
::~ deals 3 damage to target creature and to target creature of ~'s owner's choice.
Essentially, a list of mandatory options that help you and that player. You can switch em up with different effects like making 2/2 tokens or destroying lands if you want a different slice of color pie.
>>
>>49218884
Creature subtypes are simply referred to as "creature types"

>As long as there are three or more creature types among creatures you control, creatures you control get +0/+1.

In short, it's just plain awful. Consider cutting away any unnecessary restrictions, like number of creature or not sharing types.
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>>49219074
I really don't want the keyword to be enabled by a coiling oracle. I feel the restriction is needed to keep the keyword from always being online.
How does, "Legion-- If you control 3 or more creatures with different creature types, *effect*"
>>
>>49218884
>>49219074
I even forgot to add in the stipulation that you control 3 or more creatures, but it's a horribly wordy and narrow ability that needs to be trimmed.

>>49218984
I don't believe "dying" is a proper rules term.
>If when a creature dies it causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
>>
>>49219113
The problem being that "different" isn't part of the rules as it's not quite accurate enough as "completely different" and "partially different" are both "different". Wizards uses "shares" or "doesn't share".
>>
>>49219119
>>49218984
>Things die twice
This is what I immediately thought, and it might be even sillier.

Wispweaver Neonate WB
Creature- Human Cleric
Whenever a nontoken creature dies, create a 0/0 white Spirit creature token with flying.
2/1

Mixed with stuff that doesn't care about death typing or anthems.
>>
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>>49219119
If you are really so opposed to the idea of a new rules term being added then these all work:
>"When a creature dies, if it causes an ability to trigger, you my have it trigger twice."
>"Whenever a creatures dies, you may have it die twice."

>>49219176
If someone is so retarded that when they read "different" they think it doesn't literally mean different then maybe they shouldn't be playing CCGs.
>>
>>49219217
They literally just spoiled a card with the exact wording necessary for a triggered effect to trigger an additional time.

Note that "additional time" allows multiple to be used without just running into clashing replacement effects.
>>
>>49217347
What was your set symbol?
>>
>>49219217
For reference, existing cards that make your opponent discard two cards at random are Hymn to Tourach (a pretty broken card in its own right) at BB, cycling Resounding Scream at 5UBR and Whispers of Emrakul at 1B with Delirium enabled.
>>
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Spent some time trying to fix this idea another anon had. Still not sure if it works or if the wording is correct, though the new create template sure cuts down on the already wordy effect.

Does make it so that any aura is usable in any color deck but the text otherwise would've been way too dense. As for "enchant creature" and the like, i'm pretty sure targeting something for enchanting would not be considered an ability.

Also technically, I don't even need to specify the change from enchanted to equipped.

>303.4k An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.

But I feel like its necessary for clarity
>>
>>49219698
The enchant X bit is an ability although it only applies to auras so you should be fine.
>>
>>49219698
>>49220061
In fact you could probably get away with just 'create a token that's a copy of that aura except its an artifact Equipment and has equip. The equip cost is equal to its mana cost. Possibly throw in a 'loses enchant ability in there if you felt like it.
>>
>>49219698
>T: You may exile an Aura card from your hand.
>X, T: Create a token that's a copy of an Aura card exiled with ~. X is the converted mana cost of that card.
>>
>>49208742
>Until your next turn, creatures cannot attack you unless their controller pays [2].
The second ability may also be worded incorrectly but if it is I don't personally know how to fix it.
>>
>>49218221
Reworded DYZ's ability
DYY was an alternate attempt at him, but I've hadt trouble designing a RUW legendary that cares about artifacts.
YZY has been reworded
JZY is supposed to represent an oracle for a wild tribe, the divinity counters felt like a good way to represent him warning the tribe of their fate, though I could give them a different name.
What about EZY isn't green, I feel like its a fairly Bant feeling card. Dropped cost from 3 to 2.
>>49218227
Reworded abilities.
>>
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>>49217910
Forgot I even cobbled this together last night.
>>
>>49217409
>>49217470
How about "Reap deals 2 damage to target permanent if it's a creature."? That would allow your card to work as intended.
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>>49224017
>Ra'vala
This feels really strong because flicker effects, but it's als a 6 drop that dies to bolt. I think it is fine.
>Legion
This could be a 2/3. We got a 3/4 with lifelink for 1 more mana and a strictly better effect.
>Unyielding
Interesting design. It's fine.
>Dragon umbra
Feels kind of shit being 6 mana. If you just made it give fire breathing and flying it could easily be 2 mana and thus be not garbage.
>Dragon's
This should be fine? Trumpet blast gets you +2 for 3 so it is strictly less mana efficient. I'd restrict it to only buff attacking creatures.
>Follow
It's fine except for the flavor text. I'd go with, "He showed skill with a blade, so I wanted to see how he'd fair with two."
"One is good but twice is better."
"Why slash only once?"
>>
>>49224485
I love Prioritize, but I hate the thought of Blue getting even more stack-fuckery and counterspelling, and it might be a tiny bit too cheap
>>
>>49224336
I didn't think of that. I think I like that wording, it would make you stop to think when you first read it.
>>
If you were going to make a legend with the ability "All permanents have shroud" what colors would it be?

I'd say White/Blue, but I think Green could be in there somewhere. Maybe if it gave all things hexproof it'd be more green. Obviously Hexproof changes the implications a bit, but since Shroud is deprecated it might be necessary.
>>
>>49225078
Shroud is heavily white and not much else. Granting something to everything is also heavily white.
>>
>>49225195
Is it? Most of the cards that gain or have shroud are Blue or Green. There are a few white ones at least, but the white part of giving everything shroud was that it was symmetrical.
>>
Anyone made a Legendary Gremlin yet?
>>
>>49225317
What would it do?

Just destroying artifacts is boring. To truly emulate gremlins they have to fail spectacularly and THEN explode.
>>
>>49225271
I might have remembered it as something else, but I think at least under current design philosophy (after hexproof), shroud is white. Shroud used to be green and blue's form of protection, but if you were to use it now, it falls into the white pie.
>>
>>49225338
Maybe when it makes artifacts go wonky they explode and deal X damage to their controlling player and all of his or her creatures where X is the artifacts CMC. Would that work?
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>>49225524
Well, maybe something like:

"Whenever an artifact becomes tapped or a player activates an ability of an artifact without {T} in its activation cost, Gremlin God deals 2 damage to that artifact's controller, and that artifact's controller sacrifices an artifact."

That wording's ripped from an old card so it might be able to be streamlined.
>>
>>49217409
I'm gonna be that guy and point out that pretty much everyone says "reap and sow", not "sow and reap". Yes I know they have to be in that order for fuse to work the way you want it.

Maybe Bark//Bite?
>>
>>49225078
Bant colors, shroud has always been heavily blue/green, and it dips into white as well.
>>
>>49218884
"Furvered" is not a word. I feel like you're trying for "fervent" or maybe "fevered".
>>
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Another small wording change I noticed in Kaladesh: if a card's name is referenced in a cost (Sacrifice ~:) and then again in the ability, they now say "it" instead of spelling out the card's name again.
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>>49226109
Huh, never would have noticed that. That's awesome. Saving space is great when card names tend to be 10+ characters long.
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>>49226193
I assume they would only use "it" if the ability starts with the card name. If the name occurs later on in the text, I feel like it would be awkward to throw an "it" in at the end of the ability.
>>
So, I'm trying to make a five-color creature. How do I make it good without resorting to tribal or keyword soup? Really having trouble here. It has to be relatively small P/T-wise, no more than a 4/4, and even that's more than I'm expecting, which is closer to a 3/3, and it would have to be something that you wouldn't be too afraid to attack with, the card should be at least pretty good at combat, if not just decimating everything that gets in its way.
>>
>>49227227
Five color spells have basically adopted "cast things" as their identity because every color can cast things. Most five color creatures are pretty poorly designed if they aren't keyword soup though.

Really, I'd just choose a shard effect and dilute it a bit while making it more powerful to justify the two extra colors like Maelstrom Archangel or Scion of the Ur-Dragon does.
>>
>>49227227
Is this a legendary creature? Is this for commander, where you can have a non-5 color creature while still having a 5 color identity?

Unless you do wacky hybrid shenanigans, a 5 color creature is almost, by definition, at CMC 5 or greater. A 3/3 for 5 mana is pretty terrible unless its got a great ability; a 3/3 for 5 colored mana, of which each is different, is more likely terrible than not.
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>>49224808
I think it would be fine in red to be honest and I'm considering to stick it there.
Also if you put it at 3 mana it just becomes a strictly worse cancel.
Prio- can only counter things that are responses to other things.Like shifting stack order really only maters to counter spells, and battle tricks that are responses to removal.

>>49227227
Here are the options for rainbows:
>Bunch of actives, each color coded
>keyword soup
If you want it to not be another Cromat you could have it have some slightly too strong effects that trigger when it attacks, but only one and chosen at random. Something like:
>When ~ attacks, chose one at random--
>:: ~ can't be blocked this turn.
>:: ~ gains double strike.
>:: ~ ect
>>
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>>49227479
>>49227489
>>49227561
It's for a CO card. This is as far as I got before I decided to scrap the whole design and start over. Fuck, I think I might go with something similar to Cromat. The idea is that she's part of a race that are hybrids of a bunch of different alien races, so having a lot of abilities makes sense from a flavor perspective.

>Mark with Abundance
Why the extra space at the bottom? Seems fine otherwise.
>>
>>49227748
Each creature you control has flying as long as a creature on the battlefield or a creature card in a graveyard has flying. The same is true for ...
>>
>>49219639
I like it. Vast majority of the time the card name is Island, though.
>>
>>49228688
You know lands aren't spells, right?
>>
>>49228710
He means it effectively says "Reveal the top four cards of your library and put any Islands into your hand" because you have more cards named Islands than anything else.
>>
>>49228688
>>49228710
>>49228784
Not any of you, but I see what's happening. Ring Pop anon needs to specify if the cards need to share a name with each other, or with the spell.
>>
>>49228835
Yeah it's an easy enough fix.
>>
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Can't believe I'm working on rares already. I feel like this set is flying by.
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>>49228977
I feel like this is too strong for limited.
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>>49228835
Oh, shit. I hadn't even thought of that. When you point it out like that, it makes a ton of sense.
>>
>>49229040
It's a rare with zero protection that can also force you to exile your own guys. I think those attributes are enough to prevent it from warping limited, even if it is a bomb rare.
>>
>>49229094
It makes cleric tokens that you can target with the same ability. Not having protection doesn't invalidate the concerns, as very few creatures are immune to removal and he's very safe for attacking into an opponent.
>>
>>49229142
I can change the ability to only hit nontoken creatures, if that helps. I want it to be powerful without being overwhelming.
>>
>>49229609
Nontoken, don't have the token enter tapped so it can block might be enough. Otherwise it probably needs to go up in cost.
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>>49229082
Oh jesus, what the hell is this? I honestly just think it would be better to manually add phases.
>>
>>49230411
>>49229082
It might actually be easier to take an extra turn, then just end the current turn.
>>
>>49230411
>>49230447
Sure, it'd be easier to just take an extra turn, but that's not the point of the card, which is to be a spin on a traditional "take an extra turn" effect.

It'd need rules support to spell out exactly what it does, just like Time Stop/Sundial/Day's Undoing need a whole subsection of the rules to tell what they do (CR 715). But I think its at least as intuitive as "end the turn" is.
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>>49230555
First, I just want to point out that you chose a shit name for the card. Seriously, why in the hell does a restart not get rid of damage or EOT effects?

Second, as clumsy as this is, let's try
>After this main phase there is an additional beginning phase followed by an additional main phase, an additional combat phase, and another additional main phase.

>>49230801
Is it temporary or does it use counters? Make up your mind. Also, you don't capitalize supertypes such as legendary.
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>>49232069
I feel like the */* equal to cards in hand part is adding on a level of complexity that doesn't need to be there. The last two abilities work just fine together without the modifier.
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>>49233483
The original idea was to combine DStrike with the "Hit a player, draw a card" ability. I added the last ability later to do something with cards you might not need. Though I'm not above just removing the Maro ability for a static P/T. 6/6? Wait, should I get rid of DStrike?
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>been playing a lot of MGS: Rising Revengance
>decide to make some custom commanders based on the game for the fuck of it
I would condense things into one image, but paint can't into layers, and it's only three images. I'm going to do a sundowner and armstrong one tomorrow.
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>>49235649
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>>49235656
Shit, well I have a half-finished Sam one as well that I'm working on too. I'll still post it here.
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>>49235673
My original idea was a first strike trample that had T: Destroy target artifact. I still think it might work better.
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>>49236673
How many ways are there to give a creature Death touch in your set? If there are no real ways, this card is fine and a cool uncommon. Otherwise it feels pretty strong and might need 1 less toughness.
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>>49217910
Seems fun, let me give it a try.

First up is Aurilee, the commander. Wanted to give Pirates a try, and I had this lying around in my potential card-art collection. Figured that gold generating needed some love, and it fit perfectly with pirate tribal. She got a ping effect instead of extra Blue hate to make her feel more BR.

Next is her ship, "Greed". I know Vehicles just got spoiled and I tossed around the idea of making one, but I went with the really strange route of a legendary land. It's, uh, a really big ship? Anyway, I don't think it can be broken, but it is a very solid choice for tribal.

Aurilee's Courtesan gave me some trouble. I went through about eight versions before I was happy with her two abilities together- she enters as Besmirch on a stick and then offers a mildly expensive repeatable Goad that also buffs power- and you can hit your own stuff if you really want or need to.

The next three, "Blackport" cards, aren't so much tied to Aurilee as they are the setting. Requisitioner is a Cobblebrute-Hellkite Tyrant-Underworld Cerberus bastard child that steals an artifact- even a dead one- and is otherwise a 5/2 body.

Vagabond is a slight remnant from when this entire group was Madness-themed, but keeps that feel because she also draws cards for meager amounts of life on entry. She might be a little cheap, but maybe she isn't? Not totally sure.

Black Mark is inspired by a green enchant that I forget the name of, and lets you put bounties on creatures. Except those bounties are always paid to you, which, for the "return for 5", is fine. Keeps up the gold theme.

Lastly, the Yatagan made it in just because it was between a bunch of the images I had and I wanted an artifact. Probably not the strictest fit, but it's something.
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>>49230834
I feel he is kind of lame with how he has no real impact on the board when he enters. You could downsize his base stats and his cost and he'd still be not-amazing.
>>
>>49236940
I haven't conflated my set down yet, so nothing is set in stone.
>>
>>49236952
For flavor, Aurilee is one of the biggest names of Port Amnesty, is wanted throughout the entire section, and has a fair amount of the port's underbelly under her control. She's a ruthless and quick fighter who's main goal in life is to amass a fortune and live easy. Probably anti-hero material, story-wise.

The Greed is a huge ship under Aurilee's control, and it's a well-known front for smuggling and arms dealing- it's basically a floating black market. It's sunk many a ship trying to bring it to justice, and is the ship Aurilee spends most of her time on.

Aurilee's Courtesan shows where the majority of her power started- in the brothels. Starting with income, blackmail, and assassins aplenty, Aurilee quickly gained control throughout the dirtier streets of Port Amnesty.

On the other hand, the "Blackport" Rogues aren't tied to Aurilee, but rather, the "dirtier" side of Port Amnesty in general. The shady docks, dimly lit alleyways and rough taverns bear the "Blackport" name. Requisitioners sieze goods by cons and force, often turning around to sell them at undercut prices; the Vagabonds are duelists, tricksters, and fighters who mug, lie, cheat, steal, and somehow scratch together a living in the lowest part of the city. Try as you might to avoid or get rid of them, there's always another Vagabond waiting around the corner.

The Black Mark represents the lawlessness, vigilante justice, and bounty system found in the lower areas of the city where more formal justice has been uprooted. Money is substitute for morals.

The Yatagan might be a popular type of weapon throughout Port Amnesty, it was a last-minute include.
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>>49236952
>Aurilee
Islandwalk doesn't feel RB at all. I get it is for flavor but it sttill feels bad. How about, "nonbasic walk", or some kind of "toll to block" thing.
>Greed
Remove the quote marks around the lands name. You don't need them. The untap effect is too bonkers.
>Courtesan
The active should just give the targeted creature +2/+0 until your next turn to keep things from getting odd to remember.
>Requisitioner
This could be mono R.
>Vagabond
The name seems really weird. The death touch seems too good. Make it a zombie/skeleton/demon/thing-that-refuses-to-remain-dead. It also feels out of place in the set if there isn't a real focus on dumping your hand.
>Black Market
You forgot the subtype to this aura, "enchant creature", and it should be "4B: Return ~ from *your* graveyard to your hand."
Also you may want to just make "create gold" a keyword. Maybe, Profit or Prosper.
>Yatagan
I'd feel a lot more comfortable if this just gave +1/+1 instead of +2/+0.
>>
Maybe this would be an interesting place to ask.

If you were to design a card game, be it completely original or you made your own MTG format that uses ONLY your set of custom cards that you designed, how would you make a card game in which every player who plays it will build their own unique deck?

In such a way that netdecking "the best decks" doesn't work and there are no staples of absolute "must have" overpowered cards.
>>
>>49237961
The only way I can think of is draft style formats. Anything else will contain some element of groupthink regardless of what you try, unless you isolate players from each other.
>>
I was going through my set and looking at the numbers, and things weren't quite adding up. It seems I cut too many monocolored uncommons from the skeleton for the amount of multicolored uncommons I'm working with. So, each color is getting some fresh uncommons! Here is the first expanded draft of the white ones. Feedback, as always, is appreciated.
>>
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>>49238181
>UW10
Imbibition? I think the word you're looking for is imbibement. Also, if X is 5 or more, do you still gain the extra 2 life?

>UW09
Eh, I feel like the art doesn't really fit here with the rest.
>>
>>49240012
The general definition of imbibition is simply the act of taking in a liquid. Imbibement would work as well or better; I went back and forth on it.
>Would you still gain the extra 2 life?
No. It's a replacement effect, so my intention was to go from plus two to times two your mana investment.
>Art
I'll update it when and if I find something more fitting.
>Card
I've never been a fan of chaos effects, but this one seems fun in its limitation. I like it.
>>
>>49240494
I really think you should go with imbibement. Imbibe itself isn't a very popular word, and imbibition had me scratching my head. Also doesn't help that Wikipedia, the first Google result for that word, describes it as a technical chemical action.
>>
>>49240892
I can certainly do that, especially if it makes the card clearer and easier to understand. Any thoughts on the mechanics of the cards themselves?
>>
>>49242554
Well, my opinion that Ritual, Ambush, and "spend 5 or more mana" hasn't changed at all and I still don't like any of them.

As for the cards that don't have those mechanics and the ones mentioned earlier, they seem fine to me. Not a whole lot to say for them.
>>
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>>49242898
I can understand that. You're a pretty big fan and proponent of complexity, and those particular mechanics of mine are fairly simplistic. I enjoy them for that very simplicity though, so I think we're just going to have to agree to disagree on that point.
>>
>>49243549
Well, I guess I should comment on "5 or more" since it's not super different from "CMC 5 or more". Ritual and Ambush though, yeah, I just don't get. But that is probably just a symptom of my Complexity Addiction. Hmm, I should make a card for that...

>UW04
Meh, seems fine.

Wow, that didn't really go anywhere.
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Blergh
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Oh, and here's this stupid thing again. More concerned with what type of protection it should have than anything else.
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Found some more lore-appropriate art for this card. Does the face convey a sense of suspicion, like I hope?
>>49244673
Remind me again of the lore behind this dude. My co-knowledge is very secondhand.
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>>49244995
Art looks fine.

>Mobius
Mobius is one of a race of beings called The Monitors who live outside the multiverse in an extra-dimensional rralm called The Bleed, thus colorless. From The Bleed, they watch over the DC multiverse and protect it from harm. Mobius, as the Anti-Monitor, instead seeks to erase all of existence, thus the exile abilities.

There are two more Monitors I made that are pretty much done. Here they are. Nix pretty much negates exile because he's a regular Monitor who wants to protect the multiverse and stop Mobius and Mandrakk, whereas Mandrakk is similar to Mobius, but he's an outright parasite, thus the P/T ability.
>>
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>>49245673
>Art looks fine
Excellent. I'm very picky about my art selection. I feel like bad art can ruin an otherwise good card. Sometimes I spend more time looking for art than actually designing.
>Cards
For Mobius, instead of protection, you could have him exile targeted spells. Something like: "Whenever a/an opponent/player casts a spell that targets ~, exile that spell." Similar functionality while tying into his theme.

As for the other two, I actually really like both of their designs as-is. Nix in particular strikes me as elegant, and his effect is something I could see Wizards printing in the future.
>>49246869
You should probably ditch the subtypes. I'm not even sure what exactly happens when a permanent is a forest but not a land.
>>
>>49248229
>I'm not even sure what exactly happens when a permanent is a forest but not a land.
If it's not a land, it's not a Forest.
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It's time for broken cards and bad references.
>>
>>49249451
I think I'd like it more if it was
>Discard your hand, tutor, exile your graveyard and library.
Not sure how to cost it though.
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>>49249558
Wouldn't that kill you when your next turn begins?

Also, just made this shit. Love the feel, but feels iffy mechanically.
>>
>>49250008
Yeah, this falls quite squarely into the complexity trap.
>>
>>49250008
Was the intent for it to be able to pass on any ability slipped onto it or just vigilance, deathtouch, and trample?
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>>49250144
Mhmm. Otherwise it'd be easily fixable by removing the static abilities, and having 3 picks from the [1].

I did just notice I made, pretty much the same card for the set, only it works because it's not attempting to be crazy.

livethreadlive
>>
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Since it seems that Wizards is getting rid of Regen, I've decided to get rid of it on my cards. Thankfully I don't have it on very many, though this one is kinda important since it's a member of the Batfam. Left is old version, right is new version. I've been really drawn to the "Mana, Discard cards: Recur this" ability that was in the Shadows block, so I decided to use it here. I already have it on a few cards anyway, and what's better is that all of them are people who came back from the dead the same way (more or less). Though I am debating with myself if the ability should have the creature ETB tapped or not, especially with Jason since he has Haste. I'm hoping that the random part helps, but if not, I can easily swap Haste for something else. Though I'm not sure what. Trample?

>>49250008
>Wouldn't that kill you when your next turn begins?
Well, yeah, but your card kills the user soon as well.

>card
You are just determined to creatures abilities that aren't activated abilities, aren't you? I honestly have no idea if that would even work or not. I guess probably, but it's super weird.

>>49248229
>Mobius
Great idea, nice and simple. Obviously something I would never come up with on my own.

>Nix and Mandrakk
Thanks, glad you like them. Yeah, Nix I came up with long before the other two, so I had a lot more time to refine him.
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Okay boys... tear me apart.

Story is, he's a guy who's all about the prime directive. He goes across planes learning their topography and history and thinks that's how all planeswalkers should be. The multiverse's historians. When he sees the bullshit walkers are up to he initially tries to prevent them from fucking with the natural course of a plane's development... before getting fed up and making his own plane (somehow) with a "perfect" ecosystem.
>>
>>49250571
What the fuck am I even looking at? The first one is probably the least shit, but even then I have issues with it. Also, I think the color most likely to sit on the sidelines and not affect anything would probably be Blue, just saying.
>>
>>49250342
I'm not sure they they're really getting rid of it, but it definitely hasn't shown up in the Shadows block as much as it once did. That may be just due to the limited format though, since there are so many cards that recur directly from the graveyard which then necessitated a lot of carbonize-type and exile effects.
>>
>>49250571
1rst binar is cool (you play legacy lands or something?, it's a fun deck) but not very good. Exploration would probably cost 2 in modern design vamping for a land is not very strong (although keep in mind you don't have to reveal anything as your deck is a hidden zone) and 0/3 reach tokens aren't that good either. The ultimate basically just wins, which is par for the course but is something I personally don't like. I'd get rid of or weaken the ultimate and put it to 3 mana.
The second Binar is worse, the plus is either crazy or does nothing, and the minus makes it a shitty crucible of worlds? The ult just ramps? I'm confused.
The third one is weird as well, a bit weak although the ult just wins the game this time, but overall I don't know what mechanical identity it is supposed to have.
>>
>>49251102
I'm very certain Maro flat-out said that the only reason Wizards hasn't just killed off Regen is that they need something to take its place. I'll try to find him actually saying that though.
>>
>>49251102
>>49251351
Ah, here we are.

http://markrosewater.tumblr.com/post/121031555808/i-like-this-new-shift-in-evergreen-keywords-but

>mithrandiryoda asked: I like this new shift in evergreen keywords but why wasn't regenerate removed/replaced/downgraded as well. Isn't it also on your radar?
>We’re still looking for the right replacement. It’s in our crosshairs

Not quite as strong as I thought, but still, Wizards has Regen on the chopping block, or at least it did then. Note that this question was being asked shortly after the announcement that Landwalk and Intimidate were being retired, Protection was being downgraded, Scry was being made evergreen, and Menace was being keyworded.

Oh, and Maro has said that they've been playing with Hexproof variants. It looks like Wizards isn't happy with that keyword, though I'm not entirely sure why. Probably lack of interaction.
>>
>>49251351
I'm surprised they haven't just switched to damage prevention.
>>
>>49251462
I think it's because it doesn't match flavor. Maro has also said that they don't like Regeneration because it doesn't actually regenerate something, it creates a destruction shield, basically.
>>
>>49251215
first one I was initially going to make them 0/5s but worried that was too potent as a +, though he is a 4 drop walker so that might be okay regardly. and naw I don't play legacy (at all) lands. But I do love land shenanigans and am disappointed at how non of the green walkers focus on it majorly. (also, pretty sure it does have to reveal the land since, even though it doesn't leave the deck technically, it is being searched for by an effect that names a specific type of card, you have to prove you're following that specification.) Would keeping the tokens as 0/3 and reducing the ult to 2 or 1 mana of any color make it worth going to a 3 drop?

My thinking on the second one is for a very specific ability that often times isn't useful but adds so many counters as to be a form of protection. The "ult" can happen quickly, (maybe make it a 6 instead of a 7?) due to his pseudoprotection + so I wanted to make it only decently impactful. And it doesn't just ramp, it lets you double your tap effects and gives "vigilance". That's my thinking at least. And yeah, bouncing a walker is for flavor but in terms of actual power it may be a bit much... remove 1 or 2 counters from a walker. I'm kind of nervous about making the - here any stronger since being able to keep returning lands untapped is pretty scary. What would you suggest? Untapped? -1 instead of -2?

And the third one I would say is probably the least coherent, but when you get into 3 colors it starts to become a bit muddled without a very specific idea. So making a world that he controls the ebb and flow of results in this in my mind.
>>
>>49251482
Regeneration is also one of the more complex if not the most complex evergreen keyword. Newer players probably don't even realize what it actually does.

I imagine they'll come up with some better way of "removing marked damage" or something.
>>
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>>49251507
>But I do love land shenanigans and am disappointed at how non of the green walkers focus on it majorly.
Fucking what? Literally every Nissa card except for the first and the "baby's first planeswalker" version have a strong land focus. Here's the newest real Nissa card for Kaladesh. Big land focus.
>>
>>49251562
Well, that too. Should've said "part of the reason".
>>
>>49251585
I know nissa has a focus but not to the degree or way I want I guess. This is just me being a weird asshole but she never quite feels right to me.
>>
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Weird removal.
>>
>>49251969
More trouble than it's worth honestly. Random determination is a pain.
>>
>>49252021
>>49251969
It's also basically unplayable.
>>
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Not that I think it matters to a lot of people, but I want to point out that MagicCards finally get hi-res scans of Shadows over Innistrad, Eldritch Moon, Eternal Masters, and Blessed vs. Cursed. Oh, and Welcome Deck 2016, though I don't think that's really very notable.

(and now I'm going to drive myself insane until I find the perfect way to format these meld cards)
>>
>>49252501
Oh hey, I thought magiccards.info'd been abandoned
>>
>>49250228
this card seems crazy strong in a limited format
>>
>>49251461
>Oh, and Maro has said that they've been playing with Hexproof variants. It looks like Wizards isn't happy with that keyword, though I'm not entirely sure why. Probably lack of interaction.
>Probably lack of interaction.
This. It's why they swapped Menace in for Intimidate. Hexproof is too binary for current design trends. I'm not sure if they'll replace it with a tax effect, but I have had an idea for something they could do:

Ward (When this becomes the target of a spell or ability an opponent controls, if it is untapped, you may tap it. If you do, that spell or ability's controller chooses a new target for it.)

I personally think countering is too good, but redirect? Plausible. I could also be retarded; I do post on /tg/ about Magic.
>>
>>49251482
>new regenerate
It'd be pretty easy to just make it an "If this would die, you may pay [cost]. If you do, put this onto the battlefield instead of anywhere else." sort of thing. You have to pay when it happens, and only then. You can't queue it, you can't abuse it. It's just a trigger that can cause a replacement effect if you choose to oblige the "may".
>>
>>49254658
Thinking on this further, Indestructible on-demand makes more sense, ultimately. Might be why we've seen it more in green lately? Not at all out of bounds for black either, assuming it has a cost attached (since on-demand kind of implies that)
>>
>>49254750
>>49254658
What you're suggesting isn't much different in function than current regenerate, in that it creates a "shield" or a 1-use indestructibility. I don't know anyone who tries to activate regeneration until right before the thing is just about to die.
>>
>>49254786
Point. Still, on-demand Indestructible is much more streamlined in the end anyway. I'm not too sure of an easy way to basically give a card protection from death for a single instance that includes death by -X/-X. But I'm also not that good at this crap and probably shouldn't have even piped up.
>>
>Whenever this creature becomes blocked, each creature blocking it can’t block until after your next combat phase.
Is there even a good way to word an effect like this?
>>
>>49254992
Yes.
>Whenever ~ becomes blocked by a creature, tap that creature. It doesn't untap during its controller's next untap step.
>>
>>49254658
The reason Regen doesn't work the way they want it to now is due to a rules change a while ago. The problem is that Regen can't actually have the creature die, so it's usually activated beforehand. I think they might try something like Tenacious Dead though.
>>
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Thoughts? Niche as hell I think but I like the idea.
>>
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Wasn't 100% sure on the cost/colour for this but it really felt like something red would like for making things burnable.
>>
>>49256123
Get something else to reduce the activation cost even by one and it generates infinite mana. Make that shit tap.
>>
>>49256341
Is there effects that can do that? I've never encountered any personally but I don't play much. I suppose I can make it tap, though I feel I could put it down to 1 cost for that.
>>
>>49256373
>Is there effects that can do that?
Yes. Off the top of my head, there's an old aura that can reduce an artifact's activation cost by 2, and there are some other cards that admittedly only work on creatures.

Also, please look up more Magic cards. Unblockable is no longer legit Magic terminology.
>>
>>49256413
>Also, please look up more Magic cards. Unblockable is no longer legit Magic terminology.

I assume that last part was directed at >>49256290
>>
>>49256413

>Also, please look up more Magic cards. Unblockable is no longer legit Magic terminology.

What would you use then, wording-wise for those various creatures that are 'X can't be blocked'?
>>
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>>
>>49251507
>also, pretty sure it does have to reveal the land since, even though it doesn't leave the deck technically, it is being searched for by an effect that names a specific type of card, you have to prove you're following that specification
If it finds any card it has to be a land, my point was if you just didn't want to draw a land you don't have to find any, because the deck is a hidden zone and your opponent can't prove you don't have 0 lands left in your deck.
>Would keeping the tokens as 0/3 and reducing the ult to 2 or 1 mana of any color make it worth going to a 3 drop?
Looking at nissa, voice of zendikar you might actually have to make it 0/2s or something (obviously nissa synergizes with herself but still), other than that, it's probably be fine.
>I'm kind of nervous about making the - here any stronger since being able to keep returning lands untapped is pretty scary
I'm honesty confused of what exactly you're scared of, most scary lands come into play tapped anyway.
>What would you suggest?
Mostly just a different +, I don't really know what though.
An issue I see with both this and the previous design is that you need interesting lands (or land strategies) for them to really be interesting themselves.
Keep in mind that I basically never design planeswalkers so what I say is of limited use/credibility.
>>
>>49256439
Read more Magic cards. This isn't directed at just you, this is directed at pretty much everyone here.
>>
>>49256692

Except that would have a very different effect to what Signal flare is supposed to do. That's causing a creature to become blocked, Signal flare just allows a creature to be blocked normally.
>>
>>49191304
>This guy
>>
>>49256711
No idea then. That's actually something we've been discussing here for a while. The closest any of us have ever gotten is
>N: Target unblocked attacking creature becomes blocked by this creature.
Or something like that.
>>
Someone please remember to make a new thread after this one hits the bump limit at 310.
>>
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And fuck, we're almost dead. Well, since nobody's posting anything, let me ask you what you think of this presentation of Meld cards. Note that in the finished version, the white spaces will be changed to black.
>>
ded thred

Seriously, where is everyone? Is there some epic new spoiler everyone's talking about I'm not aware of?
>>
I'm imaging a mechanic something like this, think there's balanced design space here? It's kind of similar to Suspend, so it shouldn't be broken. But it also feels parasitic.

Queue X (after casting this spell, exile with X Queue counters on it, then remove a Queue counter from all other cards you control. When this card has 0 Queue counters, return it from exile to your hand)

I believe there is a more concise way of saying that. But my gut says new players wouldn't be able to figure it out regardless. What do you think?
>>
>>49261975
Oh god that seems like a pain in the ass. First step, make it less parasitic. Have some intrinsic method for removing counters.
>>
>>49262029
Well, I initially developed it as a mental exercise in "how would I make a card game that didn't feel like a Magic rip off?" so the way it initially worked was EVERY spell (not all cards are spells) upon resolution goes into the queue. Once there are three cards in the queue, the next one bumps them down one, and you get the first card back.

It doesn't translate to magic well

I guess I just want them to print Reality Strobe type cards at a higher power level.
>>
2u/g u/g u/g
Enchantment
All pernanents are treated as tokens.

Am I the madman we need right now or the one we deserve?
>>
>>49262103
I can tell you know that that game would suck. Seriously, think about it. Do you honestly want a game to be played by people throwing the same few spells at each other? Jesus, that's not even getting into having to wait for the stupid queue to start spitting out spells.
>>
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>>49262233
Well, to some degree, Solforge is "play the same cards over and over and get rewarded for it." Every card in your deck starts at Level 1, and every four turns, you rank up, increasing the level of each card in your discard by 1, and shuffling them back into your deck.

But the mechanics of Solforge make it easy to force your creatures to die and so they can rank up easier, and deck size is a fair bit smaller as well, since you shuffle your discard every four turns.
>>
>>49261219
Can't speak for everyone, but I student teach and have grad classes til about 5pm Eastern time every weekday. So I'm a lot less active during those hours.
>>
>>49262197
This does very little; it only effects things that care about tokens like populate.

When a permanent token leaves the battlefield, it stops being a permanent and thus stops being a token, and doesn't disappear like normal tokens do.
>>
new >>49263924
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