No.197246
Looked all around the catalogue and didn't see a thread. To be honest, I don't even remember when was the last time I saw a Custom mtg thread on here.
Unfortunately, because I never really got around to it, I don't have any of the links that went with the threads, I guess all I have to start with is this for anybody new:
http://magicseteditor.sourceforge.net/
Challenge for this thread: Find an image for the card you're making.
Dante Must Die mode: Draw the image for your card.
Remember, more than anything, have fun tearing down eachother's cards for memeing too hard, big guy
No.197247
I guess I'll kick off the thread with one I made recently for a prompt, which in trying to make another card to make a bad card good, I tried fixing Wasp Sting. It didn't go well.
I get the feeling this might be broken; it goes infinite with Warstorm Surge, Nettle Drone makes obscene use of the card, and it's basically exponentially self perpetuating.
Could a way to solve this is to put a cap on the amount of tokens made, or make the tokens 2/1?
No.197384
An experiment with a potential mechanic. There are going to be Mecha's in a fantasy setting in the set I'm making.
No.197967
>>197765
these are pretty terrible
they don't even pass the vanilla test
No.198149
I think this needs some flavor text.
No.198163
>>197247
Oh man makes me think of the Goblin Sharpshooters of old and how broken it would be. Get two, ping the player, ping the ooze, repeat infinitely.
Though in all fairness, that's nothing to really compare it to in modern/standard. And if someone can pull it off in EDH I guess they deserve the free win.
No.198217
>>198149
that little bit of text requires flavor text.
Put something in the artist/copyright line. It looks real shitty empty.
Make a custom set logo.
No.198223
>>197384
A couple issues. Firstly the black and red ones are significantly stronger since they have on curve bodies and can use there abilities at least once without dying. Compared to them the blue and white ones are really lackluster. For the green one there's no point in giving it Soulhost 4 when it requires 4 counters to activate. The same effect could be achieved with Soulhost 1 and 1 counter to activate.
Terrance seems potentially OP with EDH combos but I like the idea. Specify "nonland" in his text so you can't simply remove 0 counters from him repeatedly and tutor all the land in your library.
No.198284
>>198149
>See these cups, they don't fit.
No.198328
Two cards from a custom set I've been making. My buddy and I are trying to make a custom block to play "Standard" in. So far we have two sets completed and one core set.
No.198331
Is there any other card that works like Figure of Destiny?
No.198332
>>198328
What does the third ability do for cost x stuff?
No.198333
>>198328
When it transforms it has no loyalty counters and instantly dies.
No.198334
>>198331
Warden of the First Tree
No.198345
>>198333
I havent done the loyalty counters yet. Still deciding on the starting number.
No.198346
No.198352
No.199495
>>198345
I'd recommend 4 as the starting loyalty. As is common with red and blue decks, a lot of spells are going to be instants and sorceries, and that ultimate can be pretty broken if given the opportunity early in the planeswalker's existence. This also ensures that it won't die immediately if you use its -3.
No.199576
Has anyone looked into UR, UG and UB design spaces? I feel cheated by the design space I've seen of them past Lorwyn era.
>UB mill theme is terrible and otherwise the colours just use control/evasion, which are just as effective without each other
>UG has +1/+1 counters, and while they are in every colour its more of a green and white thing. Blue has never really been about growing creatures
>UR is just a mess of instants and sorceries with no cleverness that you would expect to come from the combination
No.199585
>>198328
blade is utter shit, near unplayable
it costs 10 mana and needs both a good creature from your hand and that you a decent creature that won't die to removal in response to equip because that equip cost is outrageous, because if they do you're basically down 2 turns
your planeswalker however is horribly fucking broken, her current -3 should flat out not exist and is inferior to her +2 (which should be a -3 ability at best) ult should be less cards and cost less, and she should get a new, and she should get a new +1/+2 ability that isn't as ridiculous
No.199785
>>197384
What incentive does a player have not to simply remove all the counters as soon as they play a card like this (not counting the dragon)? You should put some activation cost on those abilities (like tapping, or 2-3 mana) so they're less braindead.
Grey Dragon is dumb. 0-mana 10/10 isn't a good starting point for a design.
Wizards ran into a similar problem when designing Deity of Scars - initially his regeneration ability didn't cost mana, so people would just regenerate him twice immediately and have a 7/7.
No.199870
Any suggestions for mana cost/damage/after transformation stats/wording on this idea?
Extrovert Girl (Some amount of White mana)
Human Child
0/1
When you also control an Independent Girl, you may flip Extrovert Girl and one Independent Girl you control.
Elegant White (flip)
Human Magical Girl
???/???
Bands with Magical Girls
When Elegant White is flipped, it deals ??? damage to each creature an opponent controls
If you do not control a Classy Black, bury Elegant White
Independent Girl (Something Black)
Human Child
0/1
Classy Black (flip)
Human Magical Girl
???/???
Bands with Magical Girls
When Classy Black is flipped, it deals ??? damage to each creature an opponent controls
If you do not control an Elegant White bury Classy Black
No.199871
>>199870
>Cards that only work with specific other cards
I'd say 'don't do this' but if you have legit been playing long enough to use Bands with and understand how it works, I think you probably know what you're doing.
My only problem is white doing damage.
If I can suggest? Ditch banding because no one will get it and make them both have P/T equal to the number of Magical Girls you control (though that's two words for a subtype, and very bad). That way you eliminate the Banding that can alienate many players and you can set each girl to cost 1 mana of their appropriate colour.
That means the earliest you can pull this off is turn 2 and have 2 2/2's (maybe 3/3's if you have a third magical girl for 1), and only one of them can attack. You've also spent your first turn playing a 0/1 that is functionally limited without its pair and you've put them in your deck to begin with. Your opponent has ample opportunity to interrupt and its not uncommon for green to drop a 3/3 on T2 with substantially less setup.
You also need to check the flip ability to make sure it can't be stacked on different Independent girls and flip them all. In fact, the idea of flipping them simultaneously, does that work?
No.199882
>>199871
The damage is supposed to be a simultaneous thing (totally not Dual Aurora Wave) and more White/Black than White with an intentional side effect that half will get through if the opponent somehow blocks damage from one.
I was going to make the flipped versions legendary (as it standard for flip cards) but forgot.
As for subtype Majouko could work, but even for me that feels a bit heavy on the Nipponese.
No.199889
Also I forgot entirely that banding was deprecated and Bands with Other ___ was such a clusterfuck (not that it would matter outside of changelings if those cards were given there are no other magical girls)
No.203339
I love seeing a Custom Card Thread, opening MSE for the first time in months, looking at my last half-assed attempts at card design, wondering what the fuck I was thinking, posting them anyways and then getting told how much I suck at it.
I'm pretty sure the Entrancer shouldn't be common, but whatever.
No.203340
>>203339
Though I really feel like I did a cool thing with this guy
No.203398
>>203339
Hey, I remember divine reaffirmation. Pretty sure I posted a vexxing susher to help you with the wording.
The vampire is pretty useless, honestly.
No.203415
Trying to make phasing a thing again. Why? I hate myself.
No.203418
>>203415
What happens if I put Fade in an Isochron Scepter and use it on the Edifice after tapping it for CC? Since it's already phased out at the beginning of my next untap step, it should phase back in, right? If I'm right, is that intentional?
No.203420
>>203418
Phasing is sort of weird, but yes. If you stuffed fade under the Scepter it's a great way to get out of some of the downsides to phasing. It wasn't originally intentional, but it's clever so I'm leaving t that way. have some more wacky phasing.
No.203421
>>203418
Addendum: Of course I don't need to scepter it, the train of thought was mainly being able to make CC from 2 every turn, which is a pretty cool gig imo
No.203435
>>203340
Draw - Discard is red, isn't it? Maybe Scry X, where X is the number of forests you control.
No.203437
>>203420
Permanency is kinda clunky as a keyword in my mind. Maybe Stable or Enduring? Or other synonyms?
No.203439
>>203437
yeah, It was intended as a placeholder name, but I've never been assed to update it.
No.203441
>>203435
It's been in both. Putting
o:"Draw a card, then discard a card"
into the search prompt on magiccards.info actually returns more blue then red cards.
But I see where you are going, scry X might actually be the better alternative
No.203576
>>203415
Phasing is pretty meh. You can achieve the same by exiling with 1 time counter and giving suspend
No.203868
>>203576
Not really, anythings that phases out keeps an counters on it and doesn't have summoning sickness. Also stuff that would enter tapped are untapped.
No.203957
>>203956
Aaaand I didn't proofread.
good job, autism.
No.203976
>>203959
>Name should be capitalized in the abilities
>"~ can't be blocked this turn"
>"~ gains deathtouch until end of turn"
Other than that, I like it.
No.203986
>>203976
Thanks.
been out of Magic since mirrodin.
a lot of stuff happened.
No.204111
>>203868
Suspend grants haste.
No.204288
>>203441
Draw discard is definitely blue whereas discard draw is red in the current design philosophy. The logic behind it is that blue is more careful and planning where as red is much more reckless and willing to take a gamble.
No.205654
Almost five days and no bump, six days and no card, I cannot accept it.
No.205714
>>198328
Blade is interesting, but over-costed. Combos tastefully with Wurmcoil Engine.
Weeaboo card is a mess.
>>203339
>You may only cast Divine Reaffirmation if your devotion to red is four or greater
U/B card is broken. Why yes, I would like to draw 9+ cards for 4 mana. Thanks for asking!
No.205719
>>205714
It's also a fucking commander
No.205721
I kind of hate those blue cards that tap your things then don't let you untap them, yet I like the idea of messing with the tap phase, so I made some black cards that can do it.
What does /tg/ think?
No.205723
>>205721
Abandonment isn't all that flavorful, and the ability seems off-color
No.205798
>>205721
Nitpick, but Abandonment should read "cannot untap." Fallow Fields is bullshit.
No.205837
>>205721
something like that was in black, but quite some time ago. I doubt it would be possible in the current design philosophy
No.205875
>>205837
All of those are fair. Mana Leech is color shifted, so it costs quite a bit for a 1/1 that's only going to slow the opponent down. Mana Skimmer relies on damage, which was always a red/black thing (Once upon a time Fear). Paralyze is in the same vain as Crippling Blight and all sorts of early-game control spells that Black has access to (it was also hilarious before the erreta).
No.205890
>>205821
> Target creature loses banding until end of turn.
Oh, ha. That's clever.
No.205922
>>205798
Yeah, right after posting that I thought "shit, the sorcery is priced way too low."
Should have put sacrifice in the cost, and changed it to just lands, name it "sow corpses"
I'd do that right now if I could find where I installed the set editor.
No.206218
Had this idea in the other MtG thread, might as well post it here too.
No.206279
No.206323
>>206279
There is a slight difference though. The opportunity for Devour to take effect happens as the creature spell resolves, instead of as an additional cost.
Anon made a slightly riskier version of it because if it's countered, he sacrificed those creatures for nothing.
No.206339
>>206323
it's a 6cmc 5/5 trample dude
it doesn't need to be riskier
No.206380
No.207956
I made these before I abandoned the SCP wiki.
I think that Shy Guy might be a bit much. I'm considering changing his third ability to a large life loss instead of a game loss, and maybe lowering his toughness a bit.
Yes, I know, real cards don't use 6-sided dice. I wanted to make a flavorful card, not one that would ever see the light of day.
No.208091
>>207956
The Shy Guy still dies to boardwipes, can be flown over or manipulated with walkers.
No.208104
File: 1452002370525.jpg (48.51 KB, 375x523, 375:523, Land of the Rising Radiati….jpg)

No.208113
>>208107
Bad mouth magic all you want, but if you're insulting Thorn Elemental we're gonna have words.
No.208115
>>207956
>untapped creatures have protection from this creature
That's actually pretty clever. I'm surprised it hasn't been done before.
No.208116
>>208097
>>208104
>>208107
>babby's first time using magic set editor
No.208117
>>208115
Speaking of things not done before, is there anything in magic that removes all of a creatures abilities? Something like the silence ability in Hearthstone.
No.208121
>>208117
There are lots of cards that do that, in different ways too.
>playing hearthstone
No.208193
>>208113
>People besides me understand Thorn elemental
Mai niggia.
No.208205
>>208116
>Professional MSE user who has made a hundred MSE cards
No.208211
>>207956
Wouldn't it just be better to say that SCP-173 can only target tapped creatures?
No.208218
>>208121
Yeah but does any card have an effect that just removes all of a creatures abilities and makes it vanilla without detroying it? I know there are cards that stop activated abilities, but I'm strictly looking to just vanish the text, either until end of turn or as an enchantment.
I don't play Hearthstone, but even a broken clock can be right.
No.208221
>>208218
On closer inspection, there are lots of cards that do this, but they all are of the polymorph variety where it makes a creature into (typically) a 0/1
No.208264
>>208117
Turn to Frog, Humble, Polymorphist's Jest, Lingify, that one from New Phyrexia that turns something into a 0/1 indestructible, etc.
In MTG, you're pretty much limited to baleful polymorphs; there aren't that many things with strictly negative abilities, so removing them without gimping the creature is uncommon.
Personally, I think that Revert from Hex: Shards of Fate is a cooler mechanic, mostly because of how it interacts with other mechanics in the set. Revert doesn't remove card text; instead, it reverts the card back to its base form. In other words, if you have a 1/1 that gets a permanent +1/+1 every turn, you could revert that and it returns to being a 1/1, but keeps the ability to grow. There are also 1-shot abilities in Hex, which are activated abilities that you can only use once; reverting something with a used 1-shot will let you use it again. And my personal favorite use for it: cards that have been transformed into other cards (because you can do that in Hex) will return to their default state when you revert them. So if you have a card that says "transform a creature in your graveyard into a 1/1 spirit with flying and put it into play", you select a 9/9 with vigilance and trample, and then revert the resulting 1/1 spirit, the result is a 9/9 with vigilance and trample. Cool shit.
No.208335
Wait…
How is this program spell checking
No.208913
Well, while we're in a lull, might as well post a couple cards. Meant to be in a creature heavy set in a society where wars are more or less won with summoning exta-planar creatures. Tell me what you guys think, etc. etc.
Also have a done to death memecard because my autism bested me in /v/ when another anon made an attempt.
No.209023
>>209016
>Born of the Gods
Nice touch
No.209073
>>209016
Moonman kills himself upon hitting the board if there's not at least one dead non-white creature in a graveyard. That's a huge flavour fail.
No.210223
>someone asks 'how the fuck do we fix banding'
>to this day, everybody in my playgroup tries their hand at it but nobody succeeds
No.210226
>>208205
>person that has never played mtg in their life
No.210228
>>210226
>professional cock sucker
No.210233
>>210228
>he doesn't even get paid
No.210235
>>210233
The warm feeling I get is enough reward
No.210237
>>210223
That's not how banding works
No.210243
>>210223
Here are my attempts at two "neobanding" keywords.
No.210245
>>210243
So basically this divides banding into its two components, and simplifies both.
Phalanx takes over for banding's "you control damage assignment within the band" aspect, but simplifies it, creating designated "tanks". Meanwhile, Leader takes over the "attack as one" aspect while removing some of the confusing language with a simple "if you block any one of these creatures, you instead block all of them"
Here's another example of a somewhat more complex leader card.
No.210246
>>210245
Ech, posted an old version. New version loses "Dwarves you control gain +1/+0" and gains "Creatures led by CARDNAME have trample"
No.210258
>>210243
>>210245
Leader is pretty nice. Phalanx should probably let you choose, though.
No.210332
>>210258
Phalanx also needs a disclaimer of This effect does not change when damage is assigned. or something similar so that there isn't a conflict with the combat phase's setup.
No.210334
>>209073
you could always run this as well
No.210678
File: 1452977531385.jpg (46.29 KB, 375x523, 375:523, Richard Neville Earl of Wa….jpg)

My first attempt. What should I do?
Known stuff
>wording needs adjustment so it works in team games
>giving to opponent and mindslaver to tap it is an instant win (not necessarily an issue. It needs 3 specific cards and a dozen mana)
No.210679
>>210678
Oh and if all remaining opponents lose simultaneously it's still a win. Don't think there's any consistent way to do that when they are trying to kill eachother so its a feature.
No.210736
>>210678
>Can't lose 2-headed giant
Bravo.
No.210790
>>210736
Like I said, I need to figure out how to redo the wording so that doesn't happen.
Any suggestions?
No.210792
>>210736
Would changing players to team work? Would it need reminder text?
No.210850
>>210678
First of all, get rid of the emblem. That shit already costs 3, no need to make it unstoppable with haste or after 1 turn.
Second, probably a good idea to change the "you lose" trigger to a "you can't win" condition.
No.210889
Gilded Axe is inspired by a story from Egil's Saga, an old viking story from around 900 AD or so.
In it, there's a blood feud between the king of Denmark and the family of a man named Skallagrim. Skal's dad moved to Iceland, which was mostly uninhabited, to avoid the cuntiness of this particular king, and the two hated each other across the sea for a few decades. Eventually the king dies, and his son Eirik Blood-Axe ascends the throne. Skallagrim's son, Thorolf, decides to go meet him and try to mend the feud a little big. Thorolf and Eirik actually hit it off pretty well, and become pretty friendly with each other. Eirik also hopes to put the feud to an end, and gives Thorolf a beautiful gilded axe as a gift for his father. Thorolf sails back to Iceland and gives the axe to his dad Skallagrim, saying "It's from the new King." Skalla wordlessly appraises the axe, then takes and hangs it above his bed. After a few years, he has a bunch of oxen driven to his homestead, takes down the axe and goes outside to slaughter a pair of them, cutting off both their heads with one swing but shattering the blade of the decorative axe. Skallagrim worldessly examines the edge, then takes the broken axe back inside and hangs it in the rafters above his fireplace, where he leaves it over the winter. That spring, Skalla's son Thorolf tells his dad he plans to leave to go traveling abroad, and his dad replies to him, "I have an intuition that if we part now, we will never meet again," and goes to take the axe down from the rafters. The king's gift axe is black with soot, rusty, broken, and dull. Skallagrim wordlessly inspects it one last time, then hands it to his son and speaks the following verse:
"Many flaws lie in the edge / of the fearsome wound-biter, / I own a feeble tree-feller,
there is vile treachery in this axe. / Hand this blunt crescent back / with its sooty shaft; /
I had no use for it, / such was the gift from the king."
No.210893
>>210889
Thrym is from a less reputable viking legend, a story from the poetic edda called 'The Lay of Thrym'.
In it, Thor (yes, that Thor) awakens one morning to find his hammer has been stolen (the bit about only the worthy being able to lift is was made up by Marvel. Still cool, though) and he's pretty peeved. He calls up his bro Loki (who was slightly less of a cunt in the stories) and tells him what happens, and Loki flies around for a while trying to find the hammer, asking people if they've seen it. Eventually, Loki stops to ask Thrym, the king of the ice giants. Thrym boasts that he stole and hid it deep underground, and that no-one will ever find it, nor will he ever return it unless he's given Freya (goddess of beauty/fertility) as a bride. Loki flies back and explains this to Thor. The two brothers go to Freya and ask her to take one for the team, but she flatly refuses. Loki suggest Thor dress up as a woman, hide his face beneath a bridal veil, and trick Thrym into thinking that he's Freya, thus giving the hammer back during the 'wedding'. Thor reluctantly agrees, and the two fly to Jotunheim, the home of the giants, for the fake wedding. Thrym has put together a grand feast, but is suspicious at first of his bride's willingness, and takes note of how ferociously she eats and drinks beneath the bridal veil. He asks about this, and 'Freya' responds that she was so eager to get here she didn't eat or drink for a few days. Thrym then tries to peek beneath 'her' veil and remarks that her eyes are very angry and red. 'Freya' responds again that she didn't sleep for a couple days because she was so excited to be here. Finally, they decide to do the ceremony, and bring in Mjolnir (hammers were a phallic symbol and actually had a part in viking weddings), and Thrym calls to set it in his bride's lap to bless her.
Naturally, Thor takes his hammer, throws back the bridal veil, and brutally murders every giant present. I'll write the last few verses, which I love greatly: (take note that Hlorrithi is another name for Thor, used infrequently)
"Laughed Hlorrithi's / heart within him,
when the hammer beheld / the hardy one:
Thrym he slew first, / the thurses' lord,
then crushed he all / the ettins' kin.
Slew eke the old / sister of ettins,
her who had begged / for bridal gift.
For shilling she got / a shock of the hammer,
a grinding blow / for golden rings.
Thus Hlorrithi / his hammer he got."
No.210894
>>210882
Blinking is more blue/white than blue/black.
Alheljja is a stupid name. Aside from that, it's overcosted as fuck for that shitty body. Nenna is alright. Avora is overcosted for that body. Jorr is also overcosted.
No.210896
That's not how equip works. It should read Equip: (0).
When Gilded Axe becomes equipped, creatures can't block this turn.
Thrym does not work, because once it leaves the battlefield the game forgets forgets its instance, so technically no card has ever been exiled with him. It should read like this. "When Thrym, King of Jotuns leaves the battlefield, if he would be put into your command zone, return all artifacts exiled with Thrym, King of Jotuns to the battlefield under your control." Also, he's probably UBW not UBR.
Awash and Rising should read "At the beginning of your upkeep", not "During your upkeep".
No.210898
>>210896
I see, thanks. I probably should have put more time and effort into writing the cards than writing the stories behind them.
No.210903
>>210894
I made the blinker UB more as a character than mechanically, I gave it the rogue creature type to represent black and considered deathtouch even if there isn't much point to it.
I'm terrible at names, that was the most jester-y thing I could think of. They're all pretty much intended to be build-around commanders so you're playing them for the ability more than anything, but I did actually fuck up with alvora, she's supposed to be a 4/4.
No.210914
>>210850
The purpose of making it an emblem was to prevent the controller from nuking it when it was no longer benifitical to them. If it only triggered on the battlefield it would be nothing more than a colored, cheaper Platinum Angel that doesn't protect against alternate win conditions. Why not just up the cost instead? 3uu?
It was intended that you have to blow a haste giver or get it to survive a full turn. Players in the lead are going to try hard to nuke it and those attempts may potentially be countered by losing players.
No.211004
>>210914
Making it an emblem makes it so your opponents cannot interact with you for the rest of the game, because now you've made it more beneficial for them to completely ignore you than fight you.
No.211216
>>211004
You can't win, but they can still lose before others which you can very much contribute to.
No.211259
>>211216
You're missing my point.
If you get the emblem, interacting with you is not beneficial, because if they kill everyone else they automatically win. As an emblem, it's basically am invincibility bubble that can't be removed that lets you build up to combo everyone.
Either that, or people concede out of spite before you combo so you lose anyway. By not making it an emblem, you make it both a valuable creature that needs protection and something your opponents can interact with, instead of a retarded "I flash EOT / haste in / keep it safe 1 turn + tap now I'm invincible"
No.211313
>>211259
>it's basically am invincibility bubble that can't be removed that lets you build up to combo everyone.
>>210889
>Gilded Axe
>{3}
>As long as it's your turn, creatures can't block
ITT: Mary Sue designs Magic Cards
No.213126
>>210678
Hold the fuck up.
If there's more than two players, you can't win nor lose. If there's only two players, you lose instantly.
How are you supposed to win after using it?
No.214448
>>210243
I really like the way this works.
Have some old cards with new paint and modern power level
No.214449
>>214448
whoops, forgot p/t on Warrior, it's supposed to be 1/1
No.214452
>>214449
>>214448
I also forgot to remove that extra reminder text and add periods. Fix'd
No.214621
>>214448
>camels on zendikar
No.214632
>>213126
Only way I can think of is to kill the last two other players within the same combat phase.
No.214944
>>214621
It wouldn't actually be a camel, it would be something else, but I'm keeping the names the same between old and new versions. These would all need a flavor overhaul if you wanted them in modern.
No.215275
Why do you guys insist on playing shitty jewish games?
Get on the good stuff already.
No.215331
>>208921
>Gifts of Freedom
>Deal 5 damage to target player
>Destroy target land
>RRR
Holy shit, that's way underpriced. For something like that, I'd honestly make it 3RR or 4RR.
No.215333
>>215275
>Implying we're not a bunch of old magic faggots who also play Netrunner too.
>Implying we didn't play Netrunner when WotC owned it
>Implying FFG don't have their head up their ass
Pic related, it's coming for you.
No.215411
>>215275
Wizards netrunner was imbalanced as fuck and stacked as hell against the runner m8, ANR is a lot more enjoyable
Besides, LCG > CCG
No.215591
>>215369
On second thought I should probably change it to make it 20 more than the ammount they have when the card is played. Would stop swords to plowshares ect spam then instant death (instead giving time to remove)
No.216412
I made some cards based around Awaken mechanics. This is what I think WotC should have done for the new Gatewatch taplands. Not the garbage we got.
No.216415
>>216412
Same guy. Basically making a set in a Shadowrun-esque setting revolving around Lovecraft shit.
No.216542
>>216412
It would be more elegant to just have them come into play with a +1/+1 counter on them. Since I personally despise Hexproof, I think the green/white one should get two instead.
No.216576
>>216416
Eye of Horus should at least need to be tapped, in modern it would be kinda OP
No.216629
>>216542
Yeah, I'll alter the +1/+1 thing to be ETB with a counter instead
>>216576
I agree about it being OP in modern, but I only ever play these cards in a meta with my friends where we each make two sets, and then use all the sets as a Standard environment.
Although this has led to a few problems (Dredge and aggro have WAY too much support in out meta) for the most part we've been checking and balancing eachother's cards. If something has gone beyond doing well to being format dominating, we change it to be less powerful.
Also, the first set preceding the Lovecraft one was a JJBA Battle Tendency themed set, with a cycle of "Nightlord" Vampires.
No.216868
Something for the anti-colorless haters!
No.216888
File: 1454935930578.jpg (72.62 KB, 375x523, 375:523, Yq the Magic Unicorn Old B….jpg)

No.217009
Card is intended to be a Spellbook (and can be used alongside it in an EDH deck) that protects against effects which remove cards from your hand, but has an additional cost of making all protected cards public knowledge.
No.217064
Any thoughts mechanically?
Is there really no keyword for ability to block an additional creature?
No.217117
>>217009
Gusta's Scepter already exists (along with a few other versions). Your take is too good against discard and in combination with LED, Ideas Unbound, Null Brooch and similar cards.
No.217152
>>216416
>Don't worry Jace-Kun! I'll make sure your spark is put to good use
I love you
No.217172
>>217064
>hybrid in the same cost as colored
There's literally no point to this. You already need both black and white to play it, so the OR of hybrid accomplishes nothing.
No.217224
>>217157
You should lose the game, otherwise it's OP as hell
No.217258
>>217224
Should probably write that as all players within all games within earshot of your game loose the game at the end of the your next turn.
No.217366
>>217172
>literally no point to this
It means you can't use colorless/urg mana for it, which can make it harder to use depending on your land setup.
No.217400
>>217157
seems quite exact in its wording
at the end of the next turn of the player who fields it, everybody loses, meaning everyone has one turn to win or they all lose.
this of course can be mitigated with an effect that destroys an artifact or returns it to the player's hand
No.217733
here's a common enchantment creature I guess
No.217734
>>217157
maybe change the last sentence to
"At the end of your next turn, if Final Bell is still in play, all players lose the game"
No.217746
>>217157
What's the point? A game of chicken with removal?
>I'm not blowing a spell, I summon some stuff
>neither am I. More summons
>he played it, he counters it
>I didn't get any removal in my new hand
No.217933
File: 1455223047010.jpg (89.49 KB, 752x523, 752:523, Sylvia Caesin Half-Elf Dru….jpg)

Your last PC had their planeswalker spark ignite! Make a sparker card representing them.
No.218064
I made some DotA 2 (Defense of the Ancients, vidya he really likes) theme cards for my boyfriend as part of an intended gift proxy deck. Didn't work out (I told him my plans before I finished and he wasn't that into it), but I had some fun. (My method: blank existing foil cards, print card design as color transparency, spray-glue on.)
No.218116
>>216868
Would be too good in a modern/legacy burn-deck
No.218118
>>218116
>>216868
To add:
Gut Shot reads: Pay 1 life - Shock opponent
Gitaxian Probe reads: Pay 1 life - Needle Drop opponent
It gets even worse with a couple of swiftspears out there
No.218119
>>218064
Not bad, but the two equipments at the front should have SOMETHING differenciating the two, otherwise there'd be no point in having the two cards. Try bumping the Skywrath Mage cost a little, and for the sake of keeping counters blue, make Tango 2WU, or if you're really keen on keeping it white, make it 3WW and puts the countered spell on the top of the library, like a more expensive version of the only white counter in existence. Formatting on Templar Assassin is wonky, but it's nothing that can't be fixed. Vladmir's Offering sounds like it would work better as a sorcery or instant.
As someone who has a significant other who's mildly into mtg, that's pretty rad of you to do.
No.218123
>>217933
Maybe next thread can start with that idea.
No.218125
>>217933
>suddenly realize that all pcs i've played with in recent memory have been androids, animated objects, or constructs with no real connection to someone who could have/give a spark
Why do you have to toy with me like this.
No.218311
How are these? I made them with EDH in mind.
Also I posted them a ton of times before but I've changed them since the last time, so I'm still trying to refine these before I go with the rest of the set.
No.218317
>>218311
Pure Edge, Selene seems more like a green and black multicolor to me. Her +1 and -2 seem very greeny to me. Her finale is, however, pure black.
No.218319
>>218317
I wish I could change the name, but they're from something else entirely. I'd feel bad about not keeping it original. Here's an older version of Selene. I wanted to make a mono black creature based walker, but went around a few places and this is what it moved from.
Also, how the heck would both enchantments in play at the same time be handled? Would it be considered both odd and even at the same time? Would an Oblivion Sower just immediately stop the game and end in a stalemate?
No.218321
>>218319
It would trigger in response to Sower's ability. So Hastur's controller could just draw, then discard, before having to mill 4.
No.218322
>>218321
Er, misspoke. Meant Void Winnower.
No.218324
>>218322
If both VW are out, then some serious fuckery might occur, yes. This card is for a custom standard without a VW tho, so I'm not too worried about interactions with that card.
No.218347
>>218064
There's something qt about this, like a mom trying hard to get her son the exact game he wants for his birthday.
>>218119
You disappoint me anon, they're all real cards, a couple of them have different creature types, but aside from the names that's the only difference.
I see:
>two cranial plating
>Rune-Scarred Demon
>Puresteel Paladin
>Basilisk Collar
>Unworthy Dead
>Deathgaze Cockatrice
I think tango might be original but i'm not sure
No.218364
>>218347
That enchantment fetcher you have there makes me want to see an enemy coloured version, where its a monowhite card that fetches specifically for red and black auras.
No.218425
>>218364
It was designed for things like pic related obviously, what you're saying could work but i'm not sure how many strictly negative enchantments there are in rakdos
No.218453
>>218425
But that's what makes it so interesting!
No.218479
>>218451
Insanity Rend is sure easy to do if you stack your deck with Draw X, Discard Y
No.218480
>>218347
Doesn't "exiled with Sword of Souls" mean two or more Sword of Souls share a exile "pool"? Could break some legendary creatures or such, though exiling that many creatures a turn is hell for non-token decks.
No.218482
I posted the first of these in the last thread, but made some changes since then like adding names, for one. Any input is appreciated.
>>218451
I don't know about broken, but these seem really parasitic to me. As in, there's no reason to run any of these unless their sole purpose was to be built around.
For example, Insanity Rend could never be played unless you were running a UBR draw/discard deck, with this as the only endgame card. If you build a combo around it, then yeah, it's broken, especially since it ends the game for and opponent.
As for Meteor Impact, however, it's completely unusable. Full stop. While there are combo decks that could be built for it, it's really just a parasitic, targeted version of Blasphemous Act, except it also targets an opponent. Only usable in a combo burn/land destruction deck.
Psychic Cataclysm is the terrifying opposite of Meteor Impact. There are so many mass bounce cards that this could easily be cast in the early game. It's effect, however, is a lot more underwhelming, at least compared to the first two. unless you're making your opponent draw 20 so they can discard, you really just mill yourself with this one.
Rhythm of the Woods seems to be the most balanced of these, with a requirement that is near impossible outside of a dedicated deck, but also having a very strong effect. Other than that, it's a strictly worse Biorhythm.
And finally, Soul Flare. by far the best of these, because it is a lot more simple and elegant, as well as being usable in a deck not dedicated to using it to end the game. I'd reword it to say "If you would gain 10 or more life from a single source…" since it seems a bit ambiguous otherwise. I'd scrap the others, then make a cycle that matches this card's power level, both input and output wise.
No.218486
>>218347
Torvath seems like it would feel a bit like Haakon. Seems like a nasty card in EDH too: A general who can't attack, block or use an ability doesn't return to the command zone.
No.218491
>>218482
I'm no expert on mana ramp, but I don't see a huge problem. It's a lot like the "unless you control [basic land]".
Not really sure on "Volcanic Summit" for a Black/Red name though, it sounds more like Red/White (Note Red/White's original double land was Plateau).
No.218661
>>218653
I like it alot, I'd like it more with banding.
No.218662
>>218661
Banding was last used 9 years ago.
No.218667
>>218653
Nothing much to add really, excluding the fact that Musket "Team" sounds a bit strange. A unit of musketmen is usually called a "Musket Block" so maybe that would be a better title. Maybe even just "Musketmen" would be a better title.
No.218673
Is this too much of an upgrade from Prodigal Pyromancer?
>>218667
OK then
No.218731
>>218364
>>218453
You know, after a day or so this seems like a pretty cool idea, like a kind of magic that doesn't get much use, looking something like the art for stabbing pain.
Like a pain mage, the rakdos version could tutor for stab wound or something similar.
No.218797
First try at this, Yay or Gay
No.218854
>>218797
Eh. I'd call it Shared Vision"s". Remove the 2 less mana and replace it with you may tap your opponent's mana to cast the spell. The player who contributed the most mana gets to choose targets and enters into play effects.
No.218939
>>218854
Wouldn't that mean I could tap all their mana to play big creatures like blightsteal? It would be too over powered if it was your way. With this card I was going more for easier negative creatures like eater of days but a downside that makes me unable to play sorcery and instants. Also what would happen if there was a tie in donations of mana
No.219093
>>218797
Wording issues.
"Spells you cast cost 2 less to cast.
Whenever you cast a spell, target opponent changes the targets of that spell if possible.
Whenever an ability of a permanent you control triggers because of a permanent enters the battlefield under your control, target opponent changes the targets of that ability, if possible."
No.221018
Made this a few days after Episode 7's release.
No.221019
>>221001
For syntax's sake, change 'a creature' to 'target creature'.
Assuming you're not going to change that to 'target creature you control'…
>combos with bonesaw, mortarpod, heavyarbalest, silverskin armor, rod of ruin, and healer's headdress
No.221020
>>221019
I did intend for it to be able to make opponent creatures abilityless (though generally there is better removal in white)
Not sure how it combos with Rod of Ruin
No.221021
>>221019
Oh, does the current wording make the creature keep stuff it gains from equipment? If not, any suggestions for how to make it?
No.221037
>>221021
>>221020
It was a joke, mostly that if it loses all other abilities, target creature has what would be an immidiate downgrade. Maybe something like this?
No.221145
>>221037
That's much nicer.
No.221333
>>221037
>gain all abilities of target equipment
Read any equipment card. Then tell me exactly what your card does with that card.
No.221334
>>221037
"For each creature you control create a token that is a copy of target equipment and attach it to that creature. That creature loses all abilities until the end of turn. At the end of your turn, remove all equipment tokens from the game."
No.221449
>>221334
That's way better, thanks. Making tokens didn't even register for me, but would making clones be more blue than anything?
No.223498
>>218347
>Brainboiler
I like the idea of using your library as a resource, like Arc-Slogger. The tap trigger ensures that you can't stack it like you can with Slogger, so the increased power level of effect is pretty nice. I think that "draw 3 cards" is pretty excessive though; I'd say 2 would be fine.
>Torvath
Don't forget that Blue also has mind control style enchantments, which could be completely overpowered. Might want to increase the activation cost. I like the flavor though.
>Sword of Souls
Completely unplayable. I get what you were trying to do, but exiling your own creatures is just bad.
>>218451
waaaaaaaay too specific, waaaaaay too hard to get to, and the payoff is not generally worth it. All of these are unplayable.
>>218482
I have already expressed the fact that I think these are really cool as common duals, though I'm not sure about "cloud forest" as a name. that implies a forest in the clouds, not a forest on a mountain.
>>218676
>Map
I can dig it. That would be really cool in that pirate-themed set that was in these threads previously, with the Plunder mechanic.
>Uprising
Might be a bit too strong, you'll usually be getting at least 4 tokens for 3 mana, which is pretty huge.
>>218688
No. First one would never be played because there are way better cards to cheat out and you'll never ever cast it for its mana cost, and the second one is just bad, and way too specific.
>>223249
Boring, but effective. I'd say it's a B-rank card in limited on the LR scale.
No.223510
>>223498
>>218347
I just thought of a good way to fix Sword of Souls: change the first effect to "when equipped creature dies, exile it instead". Also decrease either the casting cost or the equip cost by 1.
No.224402
Suggestions? The end phase skipping is Final Fortune, but I suspect there's a better way.
No.224420
>>224402
Don't have it skip your end step, that causes some pretty ridiculous happenings.
No.224551
>>224420
Any suggestions then? I'm thinking making it so you can't play it if you took the previous turn, but no idea how to word that.
No.224645
I made a thing.
I like draft fodder.
It would have been common but its too much text. Also I'm worried its too weak, but I didn't want it to hit creatures.
No.224647
>>224645
I like it. Has a four-card infinite combo with Amulet of Vigor and Etherium Sculptor x2.
No.224658
>>224647
I can't believe they banned Summer Bloom over Amulet of Vigor.
No.224665
>>224647
Or semblance anvil x1
No.224667
>>224551
Maybe have it skip your next turn on cast, then if it would enter, exile it with two time counters and it gains suspend.
No.224761
>>224667
Seems like way too much for the card. Turn manipulation was purely a quick attempt to prevent easy wins with Final Fortune.
Intent is to be active for your turn, then your (opponents) next turns for stalling (which is a 1 mana effect)
No.224769
>>224723
The card itself is great, but it's not rare power level. This is perfect for the uncommon slot though.
No.224795
OK, so I had an idea for new Ravnican cards. Because of reasons, there is a lot more cross-guild cooperation this time, however tense and temporary the alliances may be. Any two guilds that share a color may have cards using all 3 colors, and interact with their mechanics. I've thought of a mechanic for Gruul and Rakdos, and a crossguild card with elements from both, but I'm not sure what to do for the others. Ideally, the guilds that share a color should have some synchronicity between their mechanics.
Here's some Gruul cards
No.224796
>>224795
And some Rakdos cards. I need to think of a good name and flavor text for the demon, plus some good flavor text for the Igniter. Something about spontaneous combustion being good entertainment.
No.224797
>>224796
and now the crossguild card, plus a Gruul card I forgot about.
No.224798
>>224797
Running Riot should be an uncommon or maybe a rare
No.224800
>>224795
>>224797
>>224796
Spotlight looks fun. Brawl looks a little wordy. You could probably reword it to "Whenever a creature blocks or becomes the target of a fight effect". Pretty much the same effect.
No.224801
>>224797
Change "or becomes the target of a fight effect…" to "or fights another creature…"
No.224802
>>224800
problem with that wording is that it doesn't work when you're on the offensive, which is both not what I was going for and a big flavor fail for the Gruul
>>224801
The problem with that wording is that the effect would happen AFTER the fight, which is not what I was going for.
No.224803
>>224802
It does work when you're on the offensive. "Whenever a creature blocks" applies to your opponent's creatures, too.
No.224804
>>224803
…what? No, these aren't supposed to trigger whenever ANY creature gets in a scuffle, they trigger whenever THEY get in a scuffle.
No.224807
>>224804
Nvm, I'm a retard and didn't pay attention to how you worded the second half of the ability.
I still think it's wordy, though. Perhaps "Whenever a creature you control would deal nonability damage to another creature"? That sneaks it in before anything really happens.
No.225805
>>198149
i would fug that otter
No.226110
here's a few, some new some old
No.226112
>>226110
>Mystic Maze
You need to specify what to do in case of colorless and multicolored cards. I assume colorless means you get colorless mana, so you'd want to rephrase it to "add one mana of any of that card's colors to your mana pool. If the card is colorless, add *colorless symbol* to your mana pool instead"
although… you might consider just leaving it as "add one mana of any of that card's colors to your mana pool", so that if you get a colorless card, you don't get mana at all. Might be a necessary drawback considering that it's a land that can scry AND get you mana at the same time, which is pretty powerful, even if it does ETB tapped.
>City
I've already seen these, and I love the design so much. It needs to have a drawback of some kind, however. As it is, it's strictly better than a basic Plains, which is a big no-no. I would say either make it common/uncommon and have it enter tapped, or keep it at rare and have it enter tapped unless you control a Plains, or something like that.
>Ra'Kator
You might be pushing those stats just a liiiitle bit too far. A 4/4 with first strike and trample would be good enough. Love the triggered ability.
>Runner
The only thing wrong with this design is that it has a landwalk ability. Landwalk abilities have all but been phased out by this point, and I don't see them coming back any time soon. The idea of a co-oporative mana dork is perfect flavor for G/W. You might also consider making it a 2-cost 1/1, or perhaps bumping its stats up to 2/3.
No.226143
>>226110
I think the Lhune Runner should be a Horse Beast.
No.226263
>>226112
>>226143
I appreciate the feedback
No.226266
>>226263
>Red Pandafolk
>Storytelling
>Elkfolk
>Undying combined with remove a counter
please anon, i can only become so erect
No.226322
>>226263
Ranger Dwarf should be renamed, at the very least to Dwarf Ranger. Seems pretty generic a name though eitherway, so optimially something like ___wood Guide. Also needs flavor text.
Otherwise I think all 4 are great at least thematicly.
No.226339
>>226263
They're all kinda broken, especially the Ruken Poacher, you should make it a 1/2.
I really like the Storytelling
No.226367
>>226263
woah woah woah, slow down there. Let's take these cards one at a time.
>Whirlwind Strike
Compare to Arc Lightning, which was a sorcery. Arc Lightning had the benefit of being able to hit one target for 3, but that is rarely ever a big factor. I would either bump up the cost on this, or make it only two other target creatures.
>Elkfolk
Handle Undying with care. The only thing that keeps this from being an easy infinite with Ashnod's Altar is the fact that it comes back with Summoning Sickness, and there are plenty of enchantments that can fix that. I think that any Undying thing with the ability to remove counters from itself should be treated carefully, and I think this is undercosted.
>Poacher
Oh hell no. Compare to Spikeshot Goblin, which had 1 base power, a 3 mana price tag, and you had to pay mana to activate its ability. Pinging is POWERFUL, don't undercost it. Also, Green doesn't get direct damage, usually, except against flying creatures.
>Ranger Dwarf
Storytelling seems like a cool mechanic, reminds me of the old scent of whatever and whatever seer cards, but 2 mana is WAY too cheap to draw a card, especially on a bear body. The standard price for repeatable card draw is 4, though you MIGHT be able to push that down to 3 with the Storytelling aspect, if you made it cost more or gave it worse stats. Compare to Azure Mage. Also, dwarves are generally red, flavor-wise.
No.226456
>>226343
Er, that's still essentially two mana for a repeatable card draw. Just add tapping or 'can be used only once per turn'.
No.226677
>>226614
so it can literally just keep growing infinately…
bad design
No.226698
So I decided to make a lewd magic set because I'm bored and I think it'd be funny
Any ideas for keywords and a set symbol?
I came up with a lot on my own but I want to see what ideas I could get here before I get too into it since I'm not too confident in my cardbuilding skills yet.
Since using "target human, elf, faerie, [more]" would be too wordy, I was thinking of having a keyword to signify that a creature is lewdly interactible (like a permanent monstrosity) to make designating other keywords easier. Pic related.
No.226704
>>226677
>once per turn
>need to keep a forest in your hand
>basically the ability is strictly worse than a shitty 1-mana Aura
>"infinitely"
Yeah, no, you're an idiot.
No.226839
>>226698
Something about tentacles and repeatedly tapping vulnerable creatures. And possibly dealing damage in the process.
No.226863
>>226839
Tapping was definitely one of the ways to handle it (blue and white, perhaps?) but I was also considering adding counters and such. That way I can have green pull stuff like "creatures you control get +1/+1 for each counter", etc
Pic related
No.226876
Storytelling reminded me of the Scent of cards, so I decided to make my own cycle
No.226877
>>226876
oh, wait, I was comparing Scent of Blood to Remove Soul, and forgot that Remove Soul is a sorcery. I should probably make Scent of Blood cost 1B
No.226881
>>226876
>>226877
Scent of Sap needs a color word (I'm guessing green) for the tokens and you're talking about Reave Soul, not Remove Soul. That one is actually an instant. And also blue.
No.226882
>>226876
I have a thing for cycles (My commander deck is full of 'em), and I have to say, I love these.
I agree that Scent of Blood should be 1B. Otherwise, these all look pretty well balanced.
Turn 2 Scent of Slag into Wurmcoil. I love it.
No.226899
>>226882
You would need a VERY specific hand to do that. starting with 7 cards and drawing 1 more on your second turn, you would need exactly Wormcoil, Scent of Slag, 2 lands, and 4 other artifacts.
No.226921
>>226882
I also like cycles
No.226930
File: 1458340783863.jpg (47.28 KB, 375x523, 375:523, Like on the Discovery Chan….jpg)

>>226698
>>226839
>>226863
Here's an idea that might go well with yours.
No.226933
>>226698
You could just make a different creature type instead of a keyword.
No.226937
>>226930
Interesting. It'd be neat to also copy up to half of both creatures' abilities (rounded up) as well (So Generic 1-drop Elf x Abbey Griffin would have {T}: Add {G} to your mana pool and either flying or vigilance, but I feel that'd be a potential game-breaking combo with the right creatures.
>>226933
The problem I had with that is that there isn't really a creature type that could universally signify vulnerability without breaking the flavor of creature types.
There's simple ones like "Prostitute" and such, but what creature type would represent, say, an innocent refugee? What about a royal guard? A princess? A loli? Too many variables imo.
Additionally, with these creature types, even something like my above-pictured Rookie Ranger would have an excessive four creature types.
No.226966
>>226863
Mechanic seems too specific, since I'm assuming 'vulnerable' is a state something can be rendered into (like indestructible?). I mean, if vulnerable is a keyword or a creature type you might be able to do it within one set.
The question I'd suggest to you, anon, before you go any further in design, is what format would you expect this lewd set to be played? Draft? Standard? Two-Headed Giant? Etc. I only ask because it can help you focus in on what representation your cards and mechanics will need. And I do kind of want to see this set become a thing.
No.227008
>>226966
Yes, Vulnerable is a state like Monstrous or Renowned.
So you could say "Target/each vulnerable creature", I guess?
I think either standard or draft would be the best formats to design for. I've got more experience with standard than draft so it might be best to focus on standard.
No.227026
>>227008
>>226966
Did my post glitch? I thought it'd appear if I left it for a while but I can only see it on the main page and not here
In case it's not showing up for anyone else, I said that vulnerable is indeed a state like Monstrous or Renowned and the target format should probably be Standard
No.227032
>>227008
>>227026
On a second thoughts I realized the mechanic is fine since any instance that it came up, the player would be orchestrating it (making your own creatures vulnerable/forcing your opponents creatures to be vulnerable).
I had initially thought it might require too much unreliable set up to work but I think it should be fine. I mean, it would be pretty easy to make things vulnerable.
How much thought have you put into the concept? I think the thing that's fascinating me is how clever it can be integrated to each colour. Stuff like a blue enchantment that says 'Tapped creatures are vulnerable' or something to that effect. Are certain colours protective or 'affectionate' of their vulnerable cards while others just use them?
You've got a lot of really creative freedom and I'm super interested to see what comes of it.
No.227071
>>227032
Well first of all, I thought of making certain creatures vulnerable all the time, like the Rookie Ranger above. As a general rule, Vulnerable will be considered a drawback.
My color pie was going to look something like:
Green - Creatures accept the natural order, some even getting powered up when molested. Something like "{cost}, tap this and something else you control w/ vulnerable: Put a +1/+1 counter on both creatures"?
Black - Cruelly rapes & murders other creatures for power, nothing new there. Something like "{cost}, {T}: tap opponent's creature." with additional effects like "Whenever this creature taps another creature, <effect>"?
White - Protects the innocent, preventing interactions and temporarily removing Vulnerable. Not sure of a keyword here. Something BDSM? Punishment? Sadomaso?
Blue - Not certain. Blue takes a neutral view, so it would probably be regarded as a means to an end. Definitely some room for mind control fetish fuel here. Perhaps some artifact stuff too?
Red - Red is all about carnage for the sake of carnage. Rape, enslavement and all kinds of dark stuff like that but more for the sake of fun than power. Steal opponent's vulnerable creatures, use them for your own advantage and give them back broken?
I'm not sure if I can cover all the guilds with keywords so I might stick to just one new mechanic per color plus a couple of nonspecific keywords.
No.227091
>>227071
So far so good. Are you open to suggestions or would you rather it stay a personal project?
No.227093
>>227091
Definitely open. If this winds up being a full block I might even ask for card designs lol
No.227097
>>227093
Well I'm happy to help out.
I'll start with green.
Green has many different and great aspects to be explored. Instinct reflects the mind of a wild animal, rutting to procreate, or possibly the mind of an awkward teenager who is just entering puberty, which also ties into the naivety and curiosity themes green has. These themes can also reflect someone reaching a new stage of sexual exploration in their life, where they are learning more about what they are and what they like and metaphorically growing more powerful as a result. By this same merit, green has themes of gentle submission as much as feral dominance. Elves are quick to recognize lewdness, and may elf cards are about empowering others rather than empowering themselves (wirewood savage, manadorks, advocate of the beast, elf-elf synergy). Green shares with red and black that sex should be fun, they all just have different ideas about how, while white and blue enable Green to explore its own sexual nature. However at the end of the day, Green's biggest and strongest of creatures are already sexually liberated and independent, who know what they want are reject the ideas of other colours in favour of their own fun.
I'll work on the other colours in a sec, just wanted to know what you think.
No.227102
>>227097
Hey, that's not bad at all.
I never considered the whole dominant vs submissive side of green. Yeah, please do the other colors for me. It'll definitely help to design and balance the set if I have more ideas for the color pie.
No.227105
>>227102
Well I figure, white's is its own worst enemy. White says no to rape and yes to consent. White says no to wild anonymous flings and yes to bondage chambers. White stands for preventing unwanted sexuality while standing for the sexual freedom of creatures. Whites is a haughty prude who rejects all sex, but when finally opened up to it becomes a dominatrix bitchbreaker who controls even the dominant. Whites best is a consenting dominant and submissive pair, or even a wholesome sex-filled marriage (missionary, lights off), and believes that any sex behind closed doors is the business of the people involved.
Some minor political bullshittery, do not read if you do not want.
At whites worst it is like the SJW movement. Mob mentality that uses moral justification rather than objective fact to justify and excuse its actions, encouraging sexual liberation while controlling what sex you are allowed to see because it is 'wrong' and 'objectifying', viciously targeting anyone who does not agree with its views, and having protection from the criticisms or sexuality of others (white weenies, control, protection).
White shares with green its dominant/submissive sex wholesomeness of sex, but is more mature about it. However only its mob mentality bad side really has much in common with red.
White, Blue and Black all tie together for the full spectrum of domination, from loving to masochistic. It should come as no surprise that the colours of bondage are the same wedge as Esper.
Blue next. Going to keep going around the wheel, but need a minute to collate my thoughts.
No.227110
>>227105
Take your time, anon. I really appreciate this.
No.227113
>>227105
>>227102
I admit, blue is the one I have the least to write about, but clearly as the coolest ideas for cards.
Blue is the single most dominant colour of them all, but also the most distant. It likes to keeps its hands off. Blue makes machines and contraptions to leave people in, it watches from a distance and it let's others fuck without it, all the while remaining entirely in control. Blues other strength lies in its ability to expose vulnerability in others. Even when blue is submissive, it still seems like they are in control or at least mutual.
This all likely stems from a deeper problem in blue. Work is stressful and the boss is an ass, so blue controls others in its spare time. Alternatively, blue has a vulnerability of their own that they have buried deep inside and control it by controlling others.
Blue is the man in the shadows watching the stripper dance. Blue is the dom who ties her subs up in devices. Blue is the mysterious stranger who offers you a chance to learn about loving submission.
Blue shares its insecurities with black and red, but has a much greater handle on them. When Blue meets white or green, it is the most liberated and in control mix sexually.
Blue makes the best cards.
>2UU (or 1UUU)
>Enchant Creature
>You control enchanted creature
>Enchanted creature is vulnerable
If you like my ideas, maybe we can exchange Steams or throwaway emails and talk about it at more length. Black next.
No.227116
>>227113
Yeah, I already had a mind control somewhat like that. Blue's probably the least complex in terms of its sexuality.
My steam is Gorlath, this is my profile pic.
No.227118
>>227116
>>227113
Black is the worst of sex. Sex for black is about self-serving pleasure even at the expense of others. It is sometimes dirty, sometimes violent, and often both. Black is quick to lure other colours in with the promise of sex, only to use them and dump them, sometimes in a river. Typically black has a dark insecurity because of past sexual encounters, abuse growing up or generally violent/sexist/psychotic tendencies.
Black doesn't strictly want to dominate other colours, its just taking the easiest route. Black will get sex however it can. If being a needy, whiny baby will get it sex, it'll do it. If pandering to others will get it sex, it'll do it. The only thing black cares about is its own pleasure. It is the most destructive when it comes to sex.
Black is the cruel dom who goes in dry and stops when they're done, leaving their partner unsatisfied. It is the boyfriend/girlfriend who is only together for their partners body, and will constantly pressure them into increasingly depraved sex. If their partner refuses then emotional manipulation or physical abuse quickly get involved. Where white and green are the most faithful, black is the least.
Black and blue share burying their vulnerability with sex. Black takes white to the extremes, but can still be full of whites love. Black and green both want sexual freedom, Black just tends to have more hardcore kinks. Red and Black is going to end badly for anyone.
No.227119
>>227118
Red is a lot of things. A lot of people would say passion is its strongest sexual trait, but it also strongly shines through with a theme of frustration. Red wants to have sex now, and if you stir it up and let it off the leash, you can bet nothing will stop it. Red is also quick to finish and quick to recover (haste).
Because red thinks with its dick, sometimes it switches side for a better deal (Daiochan) or invites others over for a fling (Act of Treason). But sometimes red gets jealous, and sometimes red gets pent up, and when this happens people get hit. Red is never submissive, which is why it clashes with blue.
Red is the same impulsive teenager as green, but instead of being naive, they are sexual. Red probably slept with an older person before it was past 15, and was the one going to orgies in college.
I was wrong earlier, when I said all Red and White has in common is its bad sides. In truth all of the colours are better at bringing out the good sexual aspects then the bad. Red is passion and white is consent and when you put them together you get love, though it could be abusive. Red and green are happy to double-team a girl and act as each others wing man, or explore sex together. Red and blue both have hangups in real life and use sex as a way to relieve that stress. Red and black are both about self serving sex and the feelings they experience rather than passion for their partner.
No.227327
>>227273
I really like this. Colour appropriate and mechanically interesting.
No.227361
Best artifact in the universe.
No.227376
>>227361
I think it should be
Equipped creature gets +2/+1 and has haste. At the end of your first main phase, if Hot Potato has not been equipped this turn, equipped creature gets +2/-2 instead.
At the beginning of your upkeep, equip Hot Potato to another creature you control unless you pay U.
Same effect, I think, and easier to read.
No.227450
Made cards based off old D&D characters and some BBEGs from old campaigns. First time making cards, wanted this thread's opinion.
No.227455
>>227450
>>227451
>>227452
>>227453
First things first: don't double-space between your lines.
No.227463
>>227455
Next, your cards swing wildly between overpowered and overcosted. I'd suggest looking at other cards that may have similar effects over on magiccards.info
No.227534
>>227450
That corrupted flame guy would easily see a commander ban.
No.227549
>>227455
>>227463
>>227534
Alright, I'll fiddle with them some more. thanks for the feedback.
No.227593
>>227453
>vigilance if you control 10 or more thopters
>said thopters will be 11/11 flyers
yeah ok
No.227596
>>227593
Wait shit I read it wrong. Still, 10 thopters is way too many and it makes no sense for an assassin to be making thopters or to buff things.
No.227642
Offering my two cents. I tried to review each card fairly but hey, we're all human. Personally, I am a control player and my decks generally wind up being UB or WBG with defensive themes, so take this with a grain of salt as I may be biased in favor of those. Additionally, I'm still a beginner with EDH so I may be underestimating their potential in that format.
>>227450
Not too familiar with skulk but it seems like a mechanic that's hard to break. Seems neither over nor underpowered.
Adam, the Corrupted Flame… I don't use damage-dealing instants and sorceries too often, but it looks like he breaks any of those spells that say "deal n damage divided as you choose among any number of target creatures".
I like Zam Frost-Shield. I have a thing for defensively-themed creatures. Not too overpowered
Danielle, Wrath of Nature turns all your forests into 4/6 Treefolk for 3GG. Follow it up with a To Arms! and you can smash your opponent for ~28 effective haste damage.
Look at how expensive cards that turn your lands into creatures are. Natural Affinity turns your lands into 2/2 creatures for 2G, but it only lasts until end of turn. Nissa, Worldwaker is a planeswalker and she can only hit the lands one at a time, and they're 4/4, not 4/6.
I'd suggest making the lands smaller by default. Perhaps turn all your forests into 0/1 Plants.
Sal looks pretty balanced. Helpful ability in multiplayer games.
>>227451
Again, my thing for defensive creatures is being tickled here so I'm slightly biased in this guy's favor. Erak the Unbreakable looks awesome. He can block any number of creatures and can't be lightning axed (After all, any deck running him WILL have metalcraft by turn 5). Try changing his ability from "indestructible" to "protection from creatures", I feel like that will tone him down enough to be worth 5 mana.
Tirian already looks beasty with haste and first strike on a 4-power body, but it's certainly balanced by the 6 CMC. Looking through the official cards, it looks like a 4-power first strike haster is valued at 4~5 mana, and this card's tapdown effect is certainly worth an extra point or two of mana. I'd call it balanced.
Risharna, Eye of the Storm is cheap and useful mana sink. 1/2 flying for 2 CMC with extra fluff thanks to multicolor, pretty balanced. Hoses aggro decks only if you have the mana for it? Pretty balanced. I can see that the R ability probably won't get much love compared to the U ability, though.
Turwhateverthefuck: A 6/4 double strike trample rampage is probably valued at about 7 CMC (6/4 vanilla would be ~5 CMC, giving it double strike, trample and rampage ups that by ~2). This guy cuts out all 3 mana of his colorless cost in the form of a kicker that you have to pay or else flavor. On turn 4 he'll probably eat your whole field (and possibly your opponent's, too). Again, extra color in his mana cost makes him harder to cast. I'd call this fairly balanced at a first glance.
Eruanna hoses library stacking and that's all it does. A 3/2 flying for 2UB is already a little underpowered (Compare to Wydwen, the Biting Gale from Lorwyn) and considering that forcibly shuffling someone's library is a common tap-sacrifice ability of a 1-drop, you could probably add an extra point or two to this thing's statline.
No.227643
>>227642
>>227452
A 2/2 hexproof is worth 2G. A 3/3 flash flying deathtouch monstrousity 3 is worth 2UG (Fleetfeather Cockatrice). Edenoston has all that without the monstrousity and all for the same cmc, so I'd call him pretty balanced. Sure, the ability cost is a little cheap but you need to pay 7 to get him in the first place.
Vane doesn't return the permanent to its owner's side of the battlefield when he leaves the battlefield. He returns CONTROL of it but he doesn't reattach it to your opponent's creatures. In the case of Equipment this is fine since they unattach and your opponent can just pay the equip cost, but this means he just instakills Auras with his ability. Other than that, he looks fairly solid.
I have very little to say about Hazel. Good card, doesn't look broken. I'm all for group hug cards like this.
Arlene: The thing you must remember with metalcraft is that metalcraft cards will almost always be able to trigger it as soon as they ETB and should be designed to reflect that. With this card, you're paying 7 mana in 3 colors for a 3/3 that literally counters everything your opponent does and can't be killed by things on the battlefield because it can regenerate itself. The counter effect is not overpowered and the damage-dealing effect is based on the quality of the artifact, not the number of artifacts you control, which is good since you don't want people saccing a thopter for 12 damage. Personally, I might have made the sacrifice ability cost mana, though.
All in all, this card is obviously overpowered for 7 mana because it single-handedly locks your opponent down permanently. Run this with Puppet Conjurer, Thopter Assembly or Thopter Spy Network and your opponent can literally never kill you unless they already had enough damage on the battlefield to trample over your army of regenerating artifacts in the first place. The metalcraft ability is far too powerful for what you pay. A good first step in balancing this would be to remove the ability to regenerate Arlene so that at LEAST she's vulnerable to your opponent's field.
Kruumsh is pretty good. He's 9 mana in 3 colors, which already shows that he's supposed to be powerful. He's a 5/4 trample deathtouch with almost-firebreathing which is a solid body, and he gives you field-wide trample or deathtouch with a "Those who can't fight with strength will fight with dirt" mentality. Very orclike, not at all overpowered. In fact, I'd say his mana cost might even be a bit too much for what you get considering that Archetype of Aggression is 1RR, Archetype of Finality is 4BB and activating his ability removes deathtouch from any creature with power 3 or greater.
No.227644
>>227642
>>227643
>>227453
Emma is a little off-color if you ask me. While Scry, Shroud and Defender are all not strictly blue abilities, the combination of Defender, Scry, Shroud and a general defensive theme gives a very blue vibe, while the sacrifice prevention looks green or maybe white. A Naya card should be all about turning your opponent into a planeswalker pancake, not hiding all your creatures. I mean, just look at Godsire or Mayael the Anima.
Thagrun again seems off-color. Exalted is good and qualifies him for the tricolor status but his third ability costing only white mana disrupts the feel. I know Exalted is primarily white but this guy is a bant champion and his white side is already shown in his First Strike ability. Making the ability cost white mana makes him seem like he should be a pure white card and not multicolor. Maybe have it cost GWU or 2G/W/U.
Finally, we have Slunge. I have two issues with this. Firstly: At what point are you going to control 10 thopters and have a living opponent with this guy? Let's assume for a moment that your field is just this guy and 10 thopters. You have a 13/14 vigilance deathtouch and 10 1/1 fliers. If you had been spawning thopters using only this guy and attacking with them every turn, your opponent is already dead. Now let's assume you have an invisible stalker. Assuming you play this guy with 0 thopters on the field and your opponent is on 20 life, your stalker will take 6 turns to kill them, spawning a thopter every turn and assuming the thopters don't attack. Face it: You are NEVER going to get 10 thopters with this guy. Instead, I would reword him like this:
Deathtouch, Vigilance
If you control 5 or more creatures named Thopter, nontoken creatures you control get +1/+1 for each token creature you control.
U, T: Put a colorless 1/1 Thopter artifact creature token with flying onto the battlefield.
This encourages you to spawn thopters using methods other than Slunge to get the bonus, and makes it easier to trigger the bonus.
My second issue with this is that again, he is off-color and as the anon above me said, his creature type is wrong. While it is true that Esper works with artifacts, the only Esper-colored thopter card is Thopter Foundry. All the creatures that handle Thopters are red or blue and are Artificers, not Assassins. One of them is a Rogue Artificer so you could probably work that into the mix but he needs to be an artificer if he is producing Thopters.
No.227656
>>227644
>>227643
>>227642
Thank you for your input. The reason I had made Slunge an Assassin is the lore behind him according to my GM after the campaign ended was that he had killed both his parents in order to ascend to his country's throne. From there, he worked as a figurehead to advance his god's machinations, many times going on "Peace Talks" to deal with people who opposed him, usually alone, which for some reason no one ever questioned.
Similar thing with Emma, she was an Oracle with a focus on Divination, which suited her work as Matron of the Shila clan of elves. She didn't do anything combat-wise since she was about 7 years from dying of old age, so most if not all of her spells were defense based. The Red/Green/White coloration was because the GM's world was split up like Alara with a big wasteland in the center.
I'll begin work on fixing up the ones suggested.
No.227657
>>227656
Fair enough man.
Like I said, you could work a third creature type into the mix but your creature type bar is pretty full already for Slunge, what with him being legendary and all.
With Emma, divination is traditionally blue in Magic, which definitely puts her into a flavor/mechanic clash, much like the faeries. Green in flavor, blue in mechanics, yet black on Lorwyn because of their role in the story. WotC's philosophy with such divides is usually to forcibly shift the card into the correct colors, but I'd say that ultimately, it is personal choice.
I would advise making her a little bit more Naya if you choose that route, though.
No.227687
>>227657
Alright, hopefully these are better.
No.227695
So this is just something I thought of with my brother and thought was worth sharing.
The biggest challenge here is trying to figure out how much it should cost, and if it should have a color.
No.227704
>>227695
Shroud, Defender
When tripping stone blocks a creature, that creature does not untap on its controller's next untap step.
I know I fucked up the syntax, but something like that makes more sense for just a rock that trips creatures.
No.227706
>>227687
>>227688
All in all, these are looking good, althrough there might still be some balance issues.
Adam is looking at a nice change. Doesn't break spells that divide damage and helps you burn down players a little more.
Danielle still looks quite strong but I don't think she's above her station. Since she only hits forests, she doesn't double-buff Khalni garden, and there's only so many nontoken plant creatures in Magic.
Erak is great. His abilities fit the image of a stout little dwarf with an tough will and a tougher skull.
Erruana is certainly more formidable. Worth the 4 mana now.
Vane is good but his wording could use a little TLC. Something like this, perhaps?
When ~ enters the battlefield, gain control of target equipment or aura until ~ leaves the battlefield. Attach that permanent to ~. When ~ leaves the battlefield, return that card to its owner's hand.
I like the direction you took with Slunge and Thagrun.
I like how Thagrun grants them an ability. It's like Super Exalted, which definitely fits the theme and the Legend status.
His UW ability puts him at a high threat level since an exalted deck might have 4~5 exalted permanents by the time he hits the field, but I think he makes up for it by having a high cmc, a small body and no ability to defend himself from spells (Most notably, he is vulnerable to lightning bolt and kin).
However, his GG ability is certainly unique for a bant card. Fight is traditionally more along the lines of a Gruul or Temur keyword. Its primary color is green with a secondary in red, but it does have roots in blue (Kiora, Master of the Depths, for example) Given that bant colors typically are associated with tactical maneuvers and defense, and fighting things selectively can be seen as a defensive tactic, I have no complaints about it. I just figured I'd point out why it was unique.
>>227695
Adorable and annoying. It's an infinite sac outlet though. Perhaps "At the beginning of your upkeep, return ~ from your graveyard to the battlefield." would be better.
That way it doesn't go infinite with Blood Bairn, Spawning Pit or Thermopod.
>>227704
I also agree here: Defender and supertap would both fit the bill, but adding all that might make it a bit wordy.
No.227715
>>227704
>>227706
How's this? Shroud was originally supposed to make it untargetable for sac outlets, but if it needs to be more specific that works too.
The cards look pretty good >>227688, I especially like Erak. Danielle may be a bit powerful, as while she is still out it is G{T} to put down 2 2/3 creatures every turn, as well as everything else you may be doing.
No.227716
>>227687
Vane and Erak look both very good, well balanced too.
Erruana and Adam are ok I guess, but they both use mechanics that don't really fit with black in my opinion.
Danielle is too powerful overall and her activated ability is broken, make it "1 mana: put a 0/1" or "2 mana, put a 1/1"
>>227715
it's bretty gud anon, add artifact maybe
Why does it have shroud tho?
No.227717
>>227716
Well it isn't artifact so that it doesn't work with affinity decks on its own, and shroud so that it is hard to buff it for combat tricks or to actually kill a creature.
I just want it to be an annoying obstacle, slowing down an opponent, but not actually threatening.
No.227752
>>227715
>>227717
I do believe that it should be an artifact. "Creature" alone implies that it is organic.
The clause that it cannot be sacrificed is good, though I think it should be worded "Spells and abilities cannot cause you to sacrifice Tripping Stone." and it should have its own line.
The second line should be written "Whenever Tripping Stone blocks a creature, that creature doesn't untap during its controller's next untap step." since using "it" is ambiguous.
Even so, 10/10 would run this card with 4x High Ground and 4x Brave the Sands just to piss everyone off
No.227759
Printing out some fresh Commander cards
No.227762
No.227764
>>227759
I don't know if these are based off of something, but for Parsee
Would the Lieutenant ability work better if when Parsee gets a +1/+1 counter, it puts one on another creature? Synergizes with the third ability better I thought. Play a big creature, Parsee and it both get bigger.
No.227769
>>227759
>>227762
While I agree that she could just have evolve, for flavor reasons I have to say keep it without the keyword. Parsee doesn't evolve so much as just be jealous all the time.
>>227764
Parsee is all about enviously hoarding things for herself, though. She's jealous of everyone and everything around her, so it makes sense that she'd only think about herself.
On the subject, though, maybe it could be better worded as "Whenever a +1/+1 counter is put on another creature, if your commander is on the battlefield, put a +1/+1 counter on Parsee."?
No.227805
>>227764
I'm making "precons" for a lot of the 2hu factions. Those were some of the lieutenants I made for it.
No.227807
>>227805
Youmu isnt the most recent. It should be whenever a nontoken creature dies.
No.227821
>>227805
Shouldn't Youmu have some way to spawn her ghost half?
Shouldn't Yuyuko have some way to display her "invoke death" powers?
The other ones are alright tho
No.227870
Alot of these cards are pretty cool but the weeaboo shit turns me off immensely.
No.227883
>>227870
Then focus on the mechanics anon. The great thing about bottom up design is the flavour can be changed to fit the mechanics instead of the other way around.
No.227915
Speaking of weeaboo shit, I legit thought up this one as something that could come straight out of Innistrad, before realizing the theme and colors were perfectly in sync with the pic I ended up using. So, y'know, fuck it. Mentally substitute the image with some Voldaren armor if it tickles your fancy, it doesn't change squat.
No.227929
>>218667
>>218673
Why not go with line infantry
>>216415
I know it's a squeeze but Cthulhu should be a cleric
No.227959
>>227915
These, however, have no such excuse.
No.227977
>>224795
>>224796
>>224797
Well, I'm certainly glad to see my ideas inspired you.
Here's what I made if you want more.
No.227985
>>224796
I see a problem with spotlight in that it can be abused with 0-cost abilities, for instance equipments like Lightning Greaves or Shuko, which is probably the reason why Heroic only activated when targeted by spells you controlled. Problem is Heroic isn't really Rakdos.
How about you have spotlight only activate once per turn? That could allow you to up the power of the abilities a bit and really make them flash, and it works with the flavor of wowing the crowd once in a while. So, based on Jetting Glasskite "Whenever ~ becomes the target of a spell or ability for the first time in a turn, X"
As for flavor text:
Igniter
>"Damn, look at 'im go! He's on fire, folks!"
Griur, the Showstopper
>He loves sharing the stage - briefly.
No.228006
>>227977
You should remove the Fight reminder text from cards with Brawl.
No.228029
>>228006
Whoops, done.
Some more.
1) Love mirrored pairs.
2) Love the protection cycle from ye olden days of Magic.
3) Love the conflict amongst guilds/between the guilds and the guildless.
3 great flavors that taste great together!
Sidenote: do any of you know some sort of database with plenty of nice-looking fantasy art? Google images is kind of a hit-or-miss.
No.228031
>>228029
Slight change for a better flavor.
No.228190
>>227450
>Shadowblade
for a 2-color legendary, I think you could push this a little further. Lower the cost by 1.
>Adam
Fair enough, but again, as a 2-color legendary, you could probably push the cost down a bit. Or make him a straight 3/3
>>227534
What? Why?
>Zam
The only issue I see with this is that you made it a gnome. That's just weird, flavor-wise. The card itself is fine.
>Danielle
This would need major playtesting. I don't think I can evaluate it at face value.
>Sal
That has too much normal text to have flavor text. Also, why would you ever use his activated ability? Maybe if you got to choose which card they put back on top, or had the choice to put the top card on the bottom or something. This guy just seems worthless. Also, how is he a human and an elf? I don't think that MTG does half-breeds.
>>227451
>Erak
Seems strong. Might want to tone it down to "can block an additional creature". Maybe also give him Vigilance or something?
>Tiran
Refer to Kamigawa, fox-people have the subtype Fox, not Kitsune you fucking weeaboo. I like the flavor, and I think this is just a little bit too strong. Personally, I'd make him a 3/3. Or maybe a 2/3 with Double Strike.
Risharna
That's actually really cool, flavor-wise. I don't see anything wrong with this.
>Turwaithian
This is… this is just kind of a mess, for a lot of reasons. No no no no no. Ax the whole idea, this is too stupid.
>Eruanna
Not worth paying the extra mana, and also not powerful enough to be legendary. If you made a card that was an uncommon non-legendary that was just 3/2 flying, when it deals combat damage to a player, you may have that player shuffle their library, that would be acceptable power-wise, but it would suck to play with because constant shuffling takes time and is annoying.
Edinoston
Making the token legendary makes the "activate this ability only if" part unnecessary. Also, while the card is very cool, it's not worth 7 mana. Lower it to 6 or even 5.
>Vane
I think this one has already been addressed, and the new version is good.
I probably should have read the thread, because most of this has already been said. Fuck.
No.228194
>>227977
The problem with that way of phrasing Brawl is that it stops the fight from ever happening; the word "would" turns it into a substitution effect.
That's why my brawl cards said "becomes the target of a fight effect"
I've seen the triad cards before, and I approve.
>>227978
>Arbiter
I like the idea, but the problem is that the only times you want to tap stuff is when you're attacking or want to stop the opponent from attacking. Tapping your own creatures sucks for both, and also you can't use it on their turn so you can't prevent their attacks. I would say give him Flash or something. Maybe buff his stats a little?
>Arrest
Seems strong, but cool. If it was a rare, I wouldn't look twice, but at uncommon, I'd say increase the price by 1. Or make it multicolored.
>Edict
Interesting, though incredibly niche.
>Subject
I see nothing wrong with this, though it might be rare power level.
>Oak
If this were an uncommon, that price would be perfect. At rare, you can probably get away with it being a 5-cost card.
>>227979
>Call to the Strong
Looks good, though add "under your control", so that you can't get fucked by Flash shenanigans.
>Triad Elite
I have already expressed my utmost approval for this card, I don't need to do it again. With the potent worst-case of 3 2/2s with upsides and a Detain, and a potential best-case of a 3/3, a 2/2, a copy of your best token, and 2 detains, I think this is balanced pretty damn well.
>>228029
I think I just had a flavorgasm.
No.228246
>>227821
My friend made another Yuyuko card for our custom standard that invokes her death powers, so I decided to go a different route for my EDH one.
Youmu's spirit half is summoned when she enters the battlefield.
No.228249
>>227821
My friend made another Yuyuko card for our custom standard that invokes her death powers, so I decided to go a different route for my EDH one.
Youmu's spirit half is summoned when she enters the battlefield.
No.228330
>>228194
>Brawl
No, I believe it would only be a replacement effect if it included "instead" as well. I used "would" to have the effect happen just before the fight, and not sure whether "fight effect" is a thing in the rules.
>Arbiter
Convoke taps creatures.
I'll be honest and say I intensely dislike costing cards depending on their rarity. Way I see it, rarity should be factored on complexity or the "oomph" factor, not brute power level.
>Call to the strong
Done (also added "this turn" to avoid memory issues). There is no point in time where the opponent can do anything between the first and second effect, but the risk still exists when you have no token on the battlefield.
No.228381
>>228029
Did you purposefully make it so that all these except Truth had face covering helms?
Also, I think that maybe "reason" isn't the word you're looking for, especially not for red. Maybe "Paragon of Justice" or "Paragon of Righteousness" or something.
No.228383
>>228381
That was indeed a cool little afterthought as I was choosing the pic for Truth last and stumbled upon that portrait.
As for the names, they're a reference to cycles of pre-8th Edition protection spells and creatures that represented White's virtues. The most represented were Grace and Law, versus black and red respectively, but the other three had their spotlight as well.
No.228384
>>228381
>>228383
To defend the term, I'd say it's"reason" in the sense of "realism", adaptation to the reality of crime on the streets, if with excessive force, instead of the lofty & abstract ideals that blue usually epitomizes along with white.
No.228412
OK, so question: which one of these works better? I like the first one better, but it DOES require an entirely new set of rules for tokens that go into your hand, while the other version can be made with no new rules.
By the way, here's the rules for Runes, if you were to make the first one: Runes are special cards that can go into your hand when a card dictates it, like instant tokens (Runes are always instants). Once in your hand, they can be cast like any other spell. Runes cannot have the same back as your other cards; your opponent must know which one of the cards in your hand is the rune. If a rune would be sent to a graveyard or library for any reason, exile it instead.
The advantage of the second one is fitting in without these extra rules, going along with enchantment synergy, and being able to be sacrificed. The advantage of the first one is triggering spell cast and instant cast triggers, being able to be discarded and countered (technically you can counter the other ones, but I don't see Stifle being reprinted any time soon), filling your hand for cards that care about hand size, and being slightly less wordy.
No.228420
>>228412
"When you cast this card, exile it with two rune counters on it.
Remove a rune counter from ~: ~ deals 3 damage to target creature or player. Then, if ~ has no rune counters on it, put it into your graveyard."
Something like that, perhaps?
No.228421
>>228412
Putting a token into your hand would not work. A token going into any hidden zone would require a rework of tokens in general. Just have it be an enchantment that enters with 2 counters on it.
No.228423
>>228412
I like the second one better because
>putting tokens into your hand.
the idea behind tokens is that whenever they would be anywhere but the battlefield, the instead are treated like they never existed. with the first one, that would just cause unnecessary confusion and rules bloat as everyone tries to figure out how to put tokens into your hand. and if everyone knows which cards are tokens, what's the point of them being in your hand? plus, the two enchantment tokens remind me of cards like Blockbuster, where you pay a small cost, sac it, and have X effect. though, i'd word it like:
>Put two red enchantment tokens named Bolt Rune onto the battlefield with "yadda yadda effect"
because having them be Bolt Rune enchantment tokens implies that Bolt and Rune are enchantment types. otherwise, i like the design of it. not too overpowered or overcosted, so pretty solid overall.
No.228468
1: How do I fix the wording of this? Flow should be look at card and announce name, all other players guess, owner announces CMC, players draw, repeat until all players have shown a card.
2: Is the cost fair?
No.228483
>>228468
"Starting with you, each player looks at the top card of his or her library and says its name. Each other player may then guess that card's converted mana cost. When all players have guessed, the card's owner reveals it. All players who correctly guessed the card's converted mana cost may draw a card."
I think this achieves the same functionality. Keep in mind that while better, this wording might not be perfect.
The cost in mana is fair, but I feel like the cost in time is not. This card's ability will take a while to resolve and you'll be dropping this every time it's your turn - Possibly more if you built your deck to abuse it.
I would personally word it as something closer to "1, T: Each player reveals the top card of his or her library. Any player whos revealed card's converted mana cost is equal to yours draws a card. (This includes you)". It's quick, it's easy and it's also kind of group hug but giving you a slight advantage since you always draw a card.
I like the idea, though. It's kind of like a voluntary howling mine.
No.228500
>>228483
That works, though it is longer.
The idea was to actually be a quiz (which fits Olmec at the steps of knowledge) and reward knowledge of Magic.
No.228505
>>227805
You can't morph from the command zone
No.228512
>>228505
I don't see why not. Sure, you can't pay 3 to play Mokou from the command zone as a 2/2 but her on-death ability looks sound. Basically means that her mana cost remains the same no matter how many times she dies, which fits someone who's literally immortal.
Please don't double post
No.228570
>>228468
This card blatantly rewards meta-knowledge of the game.
No.
No.228602
>>228542
Meh, cannot be blocked just turns it into a not-fear. I'd go with "cannot be damaged by non-duelist creatures".
No.228617
>>226698
>>226863
Lewdanon here with the demo set.
10 cards for each color, designed mostly to demonstrate what each color is about and why.
Be warned: Lewd images are lewd. No hand holding though
Any feedback or advice you can give me is welcome. This is just a demo of the full set to come, so changes to the keywords and other basic suggestions are very welcome right now. All of these cards are subject to change.
To Do:
-Get artwork for the cards without. My collection is tailored to be mostly consensual loli so I don't have a lot of resources outside of that, and I don't want all the cards to be tailored solely to my tastes since that's not what a magic set is about.
-Focus mostly on getting the commons and uncommons out of the way.
Changelog since these collages were made:
-Trance's artist discovered, credited as "Gyokai".
No.228618
>>228617
Shit, I uploaded the same one twice.
No.228628
No.228701
>>228628
Because knowing the mana cost of every card is something that rewards brute memorization and knowledge of the cards, not tactical skill and knowledge of the rules. While meta-tactics are unavoidable in a competitive game with flexible strategies, this is a case where it clearly goes too far and gives too much of an advantage to old-timers with a good memory.
No.228757
>>228617
Azmodeus makes itself vulnerable. Huge flavor fail.
Oak faerie is busted as fuck.
No.228760
>>228744
Compare Fourth Seal to Archetype of Finality.
It is
>Non legendary
>Uncommon
>Has a better effect
The only thing Fourth Seal has over it is 1 extra power.
My point is, the cards you have are not really worth mythic rare legendaries. Legendary should be reserved for effects so potent you can only have one of and mythic rares should be reserved for complex or extremely powerful cards for cost.
No.228761
No.228763
File: 1458794536858-1.png (Spoiler Image, 259.95 KB, 375x523, 375:523, Azmodeus Lord of Lust.png)

>>228757
Woo! Someone finally replied!
Fixed Azmodeus & Oak Faerie lost a point of power. I guess I forgot she had flying and adjusted her power/toughness as if she didn't. My bad.
Pics related, post-fixes.