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[ • /quests//cyoa//erp//monster//his//wh40k//arda//builders//sw//strek/ • ]

File: ddacb29d40f66f5⋯.png (2.28 MB, 1400x1800, 7:9, primer.png)



File: f40ddae058a4cc0⋯.jpg (48 KB, 375x523, 375:523, Flames of Honor.jpg)

File: bb96e5879c4e6b6⋯.jpg (37.4 KB, 375x523, 375:523, Font of Chaos.jpg)

File: f8e6270a779b76f⋯.jpg (38.19 KB, 375x523, 375:523, Hammer of Justice.jpg)

File: e3dac849c5ab51b⋯.jpg (30.6 KB, 375x523, 375:523, Leonin Proficiency.jpg)

File: 056f35f80dcedd7⋯.jpg (43.29 KB, 375x523, 375:523, Perennial Wellspring.jpg)

I wasn't sure if I should include some of my own cards in the OP or if should keep them separate, and then I nearly forgot to post my latest ideas.

>Flames of Honor

A simple cross between Firebreathing and Honor Guard's ability, but I'm not too keen on the cost. Specifically hybrid costs are hard to do, but making it cost RW feels like a bit much.

>Font of Chaos

This was specifically meant to feel like an older card, hence the pre-Modern frame. I wasn't sure of the wording on this one, but I didn't want to make it an enchantment because I didn't want it to be able to get removed before all of the cards are back in play.

>Hammer of Justice

I originally designed this alongside Flames of Honor, and I originally had hybrid costs in the Equip ability, making it easier for someone playing RW to play but not making it out of the question for other decks. I changed the cost because I wasn't happy with it, then I changed how much P/T it gave, and now it's feeling a bit anemic. Can anyone suggest a way of making this concept more interesting?

>Leonin Proficiency

I get the feeling this is undercosted, but I wanted to make a bit of a potential final play card for Equipment decks. I think this is a Timmy card but I was never good at telling which cards went with which player type.

>Perennial Wellspring

Another one that I feel is undercosted; I wanted to try my hand at some G card draw. "Choose a card type" shows up more in green than any other colour (read: two green cards as opposed to one each of red, white and blue) as well as invoking the idea of the classic Tarmogoyf relying on card types, I originally had this as a life gain card before I decided I could push the power level a bit. Maybe it should only trigger when you play a card of the chosen type?


File: e6efb5bc9d72b7d⋯.jpg (47.43 KB, 375x523, 375:523, Dual Complexity.jpg)

>Where do you see Magic in 10 years?


File: 3bca8e725b54541⋯.jpg (92.03 KB, 749x484, 749:484, e1065043097c9c00a722561877….jpg)


>card draw for 3 colorless 1 blue

Hold on there y'all friendo :)

You need to make it 3 blue 1 colorless (diversity ofc) to make that balanced.


File: 7192abe00967a63⋯.jpg (40.28 KB, 375x523, 375:523, Alexander Wentford.jpg)

File: 4839d2a1a3376d6⋯.jpg (54.07 KB, 375x523, 375:523, Pal.jpg)

File: abbbe9ade4ef9a1⋯.jpg (41.36 KB, 375x523, 375:523, Pal-Walker.jpg)

File: cc13d0a029781dd⋯.jpg (36.2 KB, 375x523, 375:523, no-name.jpg)

>Alexander Wentford

+1 and -6 don't work with each other intentionally, but both work with the 0.


File: 566d1817ab3ca14⋯.jpg (55.28 KB, 375x523, 375:523, Braids Torcherer.jpg)

File: 10fcb01f4b3326b⋯.jpg (45.96 KB, 375x523, 375:523, Kamahl Mirari Reaver.jpg)

Also colour-shifted a couple of old characters in the opposite direction from what they colour shifted in actual cards/story. Recommend me more to do?


File: b21578c7a134ed0⋯.jpg (45.66 KB, 375x523, 375:523, Braids Prodigal Pyroclast.jpg)


Nah, this is more in line with the card you want to make.

>Keeps same PT as original creature

>Follows same naming convention (Braids, X Y)

>Takes the ability and makes it about the new color

>Still follows the upkeep templating, but has asymmetric properties, like the other cards do. In this case, you want to empty your hand as fast as possible, perhaps you can put her in a wheel deck of some kind



I mean if we wanted to really be similar to Braids, it would need something based off artifacts, creatures and lands.




I don't really see how his +1 and his 0 work together, either. Other than being able to use a turn and make no loyalty gain from turning a land creature back into a land, there's not much synergy at all.


Equipment tutoring is a very, very white thing. If red gets anything, it tends to just be the ability to attach without paying the equip cost. Again, his +1 doesn't really synergise with his other abilities. Also, his -1 feels very cheap for a tutor ability, even for such a specific type of card. Something about it rubs me the wrong way.


Populate and Proliferate don't feel like they have anything to do with each other, so I'm not sure what you were going for with this one.



>Tap creatureland for mana

>Exile and return it

>Tap it for another mana



In that case, it's just kind of crap. Most planeswalkers that can untap lands get it at a plus, and untap multiple lands, and do it without taking away anything extra from it such as any enchantments or changes to it such as being made a creature. Venser gets a better flicker effect at +2, as well.


File: c3a30364d4adada⋯.jpg (56.98 KB, 375x523, 375:523, Braids Red Version.jpg)

File: 015fbe79c98543a⋯.jpg (46.6 KB, 375x523, 375:523, Kamahl Black Version.jpg)


It depends what kind of colour-shifted you want to go for. Braids was colour-shifted in Planar Chaos because that was actually a different history's version of Braids, meaning the ability was a different take on the original. Kamahl colour-shifted because it was part of his character arc, so his abilities had time to change as well. I tried to make another Braids that had something to do with her original ability. I also made my own black Kamahl, who still has an activated ability and power greater than toughness, like his other printings.

I'm not sure which colours he'd be, but it'd be interesting to see an Ertai that didn't get corrupted by Crovax.



>remembering to keep Kamahls combined p/t at 7

Those abilities might be a bit strong through.


File: 779a11fac0cee92⋯.png (209.95 KB, 375x523, 375:523, 0000.png)

I've been trying to research how the hell I should word this keyword explanation and I wish I could do better than "Domain" or "Blue/White"/"Swamp/Island" but at this point, I just want to post the keyword itself.

It contains two version of the keyword, I'm not sure which is better. I actually planned this keyword mostly so you could cast WUBRG cards for less than 5 mana without having a huge bend/break, so I was thinking it should be for 3+ color cards.


File: fdc6bd955ae09d2⋯.jpg (44.9 KB, 375x523, 375:523, Firestorm Surge.jpg)

File: 17485b49713eed1⋯.jpg (40.36 KB, 375x523, 375:523, Savage Elemental.jpg)


It's a weird mechanic to design around. I basically reinvented sunburst



Don't forget Converge.


File: d69e5ba7d981c5e⋯.jpg (36.24 KB, 375x523, 375:523, Curse of the Brainlet.jpg)


I'd think that a Braids cycle would be more consistent for each player. Minion and Conjurer are consistent in what their effects do, it's just the rest of the deck that utilizes it. In addition, both use something that's not distinctively unique to them.

I think it'd be something like...

>Red (Excitable Taskmage): At the beginning of each player's upkeep, that player exiles the top card of their library. Until the end of turn, that player may play that card.

>Green (Naturalist Historian): At the beginning of each player's upkeep, that player may return a card from their graveyard to their hand

>White (Auditor of the Kingdom): At the beginning of each player's upkeep, if another player has more lands than that player, that player may search his or her library for up to three basic land cards, then put them into their hand.


Design-wise, it's simpler to just use something like Converge or Sunburst and make the card completely unplayable if the player doesn't run it in multi-color.


File: 757c2696969a394⋯.jpg (44.98 KB, 375x523, 375:523, Tolor Crab Isle.jpg)

I like big numbers



Why is it also a mana dork?


File: e1ef61ec2085c8a⋯.jpg (47.87 KB, 375x523, 375:523, Convergent Hybrid.jpg)

File: e3bd90a0b466fdd⋯.jpg (46.2 KB, 375x523, 375:523, Dominating Hybrid.jpg)



It doesn't seem like anything you're trying to do can't be summed up with either Domain or Converge. Anything more specific than that is probably too clumsy to be keyworded.


I love giant blue creatures as much as the next guy, but this one really isn't very blue at all. You can get away with bending the color pie a bit, but with it having reach, being a mana dork and storing mana between steps and phases, it's undoubtedly a green creature through and through. Also, the correct wording for that last ability is "Until end of turn, this mana doesn't empty from your mana pool as phases end." or, if you think players are too stupid to comprehend a mana pool, "Until end of turn, you don’t lose this mana as steps and phases end."


File: 6764755d9e818d4⋯.jpg (40.66 KB, 375x523, 375:523, Yuto Wispmage.jpg)

How is the balance on this one? is -{2} too much for everything evoke? I feel like the not-green part of this is that you will have no creatures other than her on the field.



Why is it white and blue?


File: 2970a99ad923d9e⋯.jpg (48.92 KB, 375x523, 375:523, Crushing Undergrowth.jpg)


>cast Yuto

>she enters the battlefield under your control

>sacrifice her



Whenever another creature enters the battlefield under your control, sacrifice it.



You are right on that.


The biggest reason it is blue is because it is supporting enters the battlefield effects which blue has a focus on. White is related to the cost reduction. UB together is referencing cards like Grand Arbiter Augusten IV.

Maybe I should give it flying? I think a tax on opponent's creatures would be too strong and distract from the purpose of the card.


File: 933ccbd8c262906⋯.jpg (45.05 KB, 375x523, 375:523, Raise the Overmind.jpg)

File: 6842b7a7515a968⋯.jpg (55.91 KB, 375x523, 375:523, Cor Bandit.jpg)

File: af107bce0551e7d⋯.jpg (44.59 KB, 375x523, 375:523, Ilda Flamecaller.jpg)

File: aa877b080627778⋯.jpg (38.57 KB, 375x523, 375:523, Wodea Faecaster.jpg)

some multicolors




>it is blue is because it is supporting enters the battlefield effects which blue has a focus on. White is related to the cost reduction

Green and Red both have ETB effects relating to creatures entering as well. White doesn't really have as much more cost reduction than any other color (Heartless Summoning specifically comes to mind for a parallel for what you're trying to do).


>Raise the Overmind

Uncommon, maybe. It's kinda slow.

>Cor Bandit

Liking the idea of a haste-er with Regenerate, but Reach is kind of weird on it since it's going to be attacking whenever it enters. Also, the fixing on that is ridiculous.

If you want to give a defensive option for it, consider Flash.

>Ilda Flamecaller

Might want to get rid of the "X minus 2" and make it just "Ilda Flamecaller deals damage equal to its power to target creature or Planewalker" or make it any target with a 3 power. It's repeatable, but it's also a five drop to put on the table with 3 mana to actually repeat, and it's bolt-able.

>Wodea Faecaster

No comments here. The Vigilance is a little odd on a Simic, but the design is concise, and I can see exactly what you're going for here.


File: 92d19972d4ae80e⋯.jpg (44.54 KB, 375x523, 375:523, Captain Gerrard.jpg)

File: c55dc47ff7a38b6⋯.jpg (38.58 KB, 375x523, 375:523, Lyna Soltari Emissary.jpg)

File: af6610379e614d6⋯.jpg (43.7 KB, 375x523, 375:523, Squee Goblin Cabin-Hand.jpg)

File: 8fed4c5321dbe3c⋯.jpg (38.51 KB, 375x523, 375:523, Sliver Brood Mother.jpg)

File: dd3694649f32fb9⋯.jpg (45.07 KB, 375x523, 375:523, Karn Glistening Golem.jpg)

Attempted some legends based on pre-Modern characters. Yes, Gerrard's ability is meant to let you potentially choose another opponent in multiplayer games. No, I'm not certain about any of the casting or ability costs. Yes, Karn has far too many words, I wanted him to have Karn's Touch as an ability but also portray the idea of him unintentionally corrupting things with his Phyrexian heartstone.


File: f611698ea307715⋯.jpg (34.88 KB, 375x523, 375:523, Ure Spatiotemporal Mystic.jpg)

File: dafccf32f6e7589⋯.jpg (34.89 KB, 375x523, 375:523, Ikhor Corrupting Wings.jpg)

File: 033c042fc9935cb⋯.jpg (54.08 KB, 375x523, 375:523, Kickapaw Lightning Chief.jpg)

What's harder to design, planeswalkers or lands? I still vote lands, even though I'm struggling to come up with a white planeswalker that isn't just lifegain or tokens. I'm also not sure what to do for a green one, but that's mostly because I never played green much at all.


File: 1df5b41bcad1deb⋯.png (316.62 KB, 375x523, 375:523, 0000.png)

I was thinking of a proper way to word this, but I realized it was basically Menace, so I'll just drop it here.

If anyone still wants a explanation, imagine this: A assassin tries to get past your bodyguard, and that guy can't block two people at once.

So the enemy just creates two shadows, and he has the ability to teleport to either of them. If the bodyguard blocks one shadow, he'll just teleport to the spot of the other one and continue his attack.

Its supposed to destroy the other token after it resolves, but eh.



That second one is parasitic as fuck, and even in ideal situations the +2 is usually a blank ability since you can just kill any pw outright. Why the fuck would anyone run this when there are already kill spells that can hit pws?


>whenever a creature you control attacks, you may pay [whatever] and return that creature to your hand. If you do, put 2 1/1 blue ninja creature tokens onto the battlefield tapped and attacking

Not exactly the same but it's the same basic idea.


Pity sage because I deleted my last post and therefore this is a dualpost.(396022)


>Not exactly the same but it's the same basic idea.

Nnnot really, since it doesn't have a way to help the main card hit face. Maybe if it gave the card that returned to your hand Ninjutsu then?

Alternatively I could just use your card idea since its okay.


File: a2e5402864c9572⋯.jpg (48.99 KB, 375x523, 375:523, Shadowy Bypass.jpg)


I had to re-read that five times to figure out what you were trying to do with it. Granted it strips the original entering attacking (the wording would have been clunky,) but consider the following.


You know what I'll just go to sleep and explain this better tomorrow. I still think the Assassin explanation is good enough, though.



>That second one is parasitic as fuck

What are you talking about? Planeswalkers are evergreen since Lorwyn, it's no more parasitic than any other spell that targets planeswalkers.

>Why the fuck would anyone run this when there are already kill spells that can hit pws?

I don't understand the question. Isn't this like asking "why would anyone run Chandra when there are already burn spells?"?


File: 9160cadc9188c2a⋯.png (292.61 KB, 375x523, 375:523, 00.png)

A bit of a spooky mass tutor draw, and maybe too simple.

Might need additional costs, though I'm not sure.



>and maybe too simple.




That's not what I meant to write.

While you're here tell me how bad I screwed up the card wording again. If I did it again I'll probably leave actual cards to you guys.


File: bb890dc84ccd413⋯.jpg (48.3 KB, 375x523, 375:523, Fulfilled Desire.jpg)


The effect is somewhat legal (a weird hybrid of Possibility Storm and Conflux), but the actual execution is a bit odd, particularly forcing a spell to only be counted as one color. Just as well, you don't need to draw the cards once you already have them.

I went ahead and reworded it to be more like Possibility Storm. Mechanically the color choosing leads to some abusability, but it makes tracking which colors you fetched easier, and makes it clearer for what happens if you find less than five colors of spells.

Also, pro tip: download Magic Set Editor.



If you don't like the planning aspect, it can always be changed to "pick a random color" just as well.


File: c75716d90f6a6e5⋯.jpg (52.44 KB, 375x523, 375:523, Chiss-Goria Furnace Dragon.jpg)



>Affinity for artifacts

In spite of that this is really not that strong. Would be a different story if it had haste so it benefits from its own pump.



I like it.


File: 56b528cfeb1a353⋯.jpg (37.99 KB, 375x523, 375:523, Bloodghast.jpg)



For some reason, I kinda like demakes like this. I kinda want to see how clunky you could make something like this.


File: 7fa0906857cfb49⋯.jpg (49.77 KB, 375x523, 375:523, Demonic Possession.jpg)



Pretty cool, bomb in limited.



>6 mana to kill a 2/2

Compare to the 5-6 mana black kill spells with some small upside that exist in every set for limited. Those tend to be unconditional, whereas this can only kill a 2/2 with that same amount of mana unless you want it to be slow. The fact that you can use it to buff your own creature if it has at least 3 toughness makes it only barely better than limited chaff.



activate the ability twice, and with the triggers on the stack, move the enchantment. 4 toughness creature killed and another one to be killed next turn, or more.



State-based effects do not work that way. A creature dying from having 0 toughness is not something you can respond to. Either the creature hits 0 toughness and instantly dies taking the enchantment with it, or you move it before the ability resolves and there's no longer an aura on the creature modifying the p/t.



He could try making it a equipment, and discarding a card is now the equip cost(And maybe it attaches for free when its played)

I still think its a bit weak but I'll take it.




or l think it could be done with tokens, as in

>discard a card: place a possesion token or whatever on target creature

>1r:all creatures with possesion token get +2/-2

then again l am bad at magic



You are not responding to the creature dying. Activate the ability holding priority, then move the enchantment.



If you move the enchantment wouldn't the effect move with the enchantment?



You can't use the move ability after the creatures hits 0 toughness because it goes to the graveyard as a state based action, which moves the enchantment to the graveyard too.

You can't use any instants while this happens.



Sorry to piss in your Cheerios but "enchanted creature" refers to whatever the Aura is attached to when the ability resolves. If you try activating the first ability and then activate the second ability while it's still on the stack, the +2/-2 will apply to whatever creature it's now attached to.


File: 556b603be887a99⋯.jpg (54.1 KB, 375x523, 375:523, Demonic Possession.jpg)





Okay here's a fixed version

>Doesn't do anything innately, so lowering the cost is justified

>Still playable as B or R

>Made the effect require more color commitment

>Moving to new shit happens only once, to prevent it from being a free discard outlet, and to reinforce the disposable attitude BR has towards its creatures



So in essence now whenever you play proactively, it's 4 R/B and discard: Destroy target creature with toughness 4 or less.

I like it.


File: 8cec8063c838b10⋯.jpg (46.36 KB, 375x523, 375:523, Some Drover alt.jpg)

File: 2965d4e5681ebe3⋯.jpg (45.53 KB, 375x523, 375:523, Some Drover.jpg)

Here's a guy that reduces mana cost for your guys, but only if they're multicolored.



It'd probably be better if you worded the second ability "When enchanted creature dies, you may choose target creature and discard a card. If you do, return Demonic Possession to the battlefield attached to that creature." Having effects like this trigger when the creature dies instead of when the enchantment hits the graveyard is standard, and it also means that it doesn't get built-in protection from removal.


File: 9b4617775deaef9⋯.png (727.84 KB, 722x768, 361:384, Laughter.png)

>No Innistrad set has a card representing the Cursemute

I know what I'm going to do.

Vaguely, that is. Making a card that literally represents what the cursemute did seems boring since its color hate in a lot of those versions and therefore sideboard quality at best. I wonder if there's a way to make it maindeckable for a few White or Human decks.


File: 995bc62652739b9⋯.jpg (196.22 KB, 672x936, 28:39, rix-180-the-immortal-sun.jpg)


Could be a sorta human themed The Immortal Sun. Where the sun is planeswalker hate it could be Transform hate? Maybe tokens turn into 1/1 humans as well or something?



There are a bunch of Humans that transform in Innistrad, and some of them are beneficial and not heretical lorewise, like the Avacynian Missionaries>Lunarch Inquisitors or Thraben Sentry>Thraben Milita

Then again those are only 2 card sand the first point is debatable, so maybe its doable?

I was also thinking of it having this effect: "You may pay WWWW rather than pay the mana cost for human creature spells that you cast". That being said, I'm really not sure of that.



Hm. On the other hand actual Cursemute wouldn't be so bad.

There are a lot of things I can throw here, too.

Current list of possibilities:

Sug.Transform Hate(Makes sense)

Sug.Tokens turn into 1/1 humans(Uh)

1.Allied permanents have protection form enemy enchantments

1.5.Allied permanents have protection form enchanted creatures

2.Human creatures lose other subtypes(Is Legendary a subtype?)

3.Non-human creatures have -?/-?

4.Non-White creatures have -?/-?

5.Creatures lose their Blue, Black, Red and Green colors.

6.You may spend any color of mana as if it were white(This should probably go into something else and its a bit of a bend for white, but)




Legendary is a supertype, not subtype.


File: 9a648bd8925e343⋯.jpg (47.03 KB, 375x523, 375:523, Memetics.jpg)

File: d74c4ed2639672c⋯.jpg (49.62 KB, 375x523, 375:523, Unified Research Effort.jpg)

File: 0d18b83eee16707⋯.jpg (54.26 KB, 375x523, 375:523, Ideological Rift.jpg)

File: 9871dafe4276654⋯.jpg (37.84 KB, 375x523, 375:523, Congregational Debate.jpg)

File: 0339b4f33d89155⋯.jpg (34.02 KB, 375x523, 375:523, Soldier of Unity.jpg)

I know that with cloning this becomes a nightmare, and the current radleft staff can't possibly pull this off in-story, but god DAMN do I want a set with a central mechanic based on watermarks like Unstable introduced, with some of the common cards having multiple printings a la Homelands/The Dark/etc with different watermarks. It wouldn't need that much scaling to keep it low-power in Standard all while keeping up a good power level in EDH/Modern.


File: 541833dd96e366a⋯.jpg (50.77 KB, 375x523, 375:523, Exotic Maneuvers.jpg)


Also because I had to...


File: 8d7e3f8b2939ada⋯.jpg (45.88 KB, 375x523, 375:523, The Most Annoying Wizard.jpg)

I made a commander guys. :^)


File: 70c51db32ff448c⋯.jpg (238.17 KB, 672x936, 28:39, xln-86-tempest-caller.jpg)


anon fuckboy here is only 4, I'm sure you can make this card a 6 or a 5.



Evacuation is a 5 CMC, though. I'll agree to 7, but no less.



doesn't this effect hit itself? God that's evil.


File: ec91ed544204cbe⋯.png (418.05 KB, 636x479, 636:479, smug anime girl.png)


>doesn't this effect hit itself?



File: e4fe7d7b07df7c8⋯.jpg (54 KB, 375x523, 375:523, Remote Automation.jpg)

File: 7f9968546050ce3⋯.jpg (37.41 KB, 375x523, 375:523, Pilots Assault.jpg)

File: 09186d515f5b128⋯.jpg (50.53 KB, 375x523, 375:523, Fuel Lines Engaged.jpg)

File: 0ee487eebba3dc0⋯.jpg (46.67 KB, 375x523, 375:523, Systems Online.jpg)

File: 84df8b97b2c2cce⋯.jpg (34.03 KB, 375x523, 375:523, Control is On Standby.jpg)



The more I think about it, the more I kind of want to design a fan-set based around a space/arms race using these mechanics for the specified factions, that way instead of doing color-locked mechanics it can be more about small creatures doing big things and exploring how individual cards react with each other instead of just sticking straight to the idea of "oh well (X color combination) does (Y mechanic) this time around."

Also not too excited about the designs WotC has been taking with Vehicles lately. There aren't many cards like Consulate Dreadnought out there that play with the curve a bit and instead unexciting shit like Shadowed Caravel that just take the gimmick of the set and slap it on a non-artifact.

Lastly, I don't like how we don't get an answer for what the bloody fuck the edge of a plane is like, so a bunch of explorers in a space race could delve into this idea a bit while keeping a story about political factions competing for power in order to keep things interesting in the flavor.


File: 9bc3a41d182c512⋯.jpg (50.35 KB, 375x523, 375:523, Blast Off.jpg)


>slap it on a non-artifact.

Meant to say "non-creature" but whatever.


File: 174397587d6175d⋯.jpg (42.8 KB, 375x523, 375:523, Slave Market.jpg)

Is creating tokens of a different color acceptable?



wouldnt you know, slave market work better as a land since its a location not an real artifact?

also its pretty damn overpriced


File: f387d797641c764⋯.png (110.69 KB, 223x311, 223:311, Image.ashx.png)

File: afa558938eb1750⋯.png (132.86 KB, 223x311, 223:311, you are munkie.png)

File: 4dd1cd0dfc50869⋯.png (126.48 KB, 223x311, 223:311, danger noodle factory.png)

File: d2ac3986939bd05⋯.png (141.83 KB, 223x311, 223:311, the only time a single mot….png)


File: 48cf7ad0a672cb9⋯.jpg (45.73 KB, 375x523, 375:523, Garrison.jpg)

File: 52a9b9d6a9dd21b⋯.jpg (36.47 KB, 375x523, 375:523, Plantation.jpg)

File: fc1c2c54cc9a9ae⋯.jpg (41.2 KB, 375x523, 375:523, Shipping Lane.jpg)

File: a670f828d592e6b⋯.jpg (38.22 KB, 375x523, 375:523, Slave Market.jpg)

File: e6a2bd68b4d687b⋯.jpg (37.16 KB, 375x523, 375:523, Wizard Tower.jpg)


Here's an enchantment cycle I made because you inspired me.

>Natives have enemy color combinations

>Imperials have allied color combinations



>cards that do absolutely nothing in their own colour

I hate it.



It's a soft multicolored card


File: f53f2456ab5735a⋯.jpg (49.25 KB, 375x523, 375:523, Tsukihikari and Asahizashi.jpg)


These would work better as Fortifications. I have no idea why they never made it to the main game after Future Sight, especially with land-heavy blocks like Zendikar.


File: f044f8fc497bef1⋯.png (280.16 KB, 375x523, 375:523, Last Stand.png)

Inspired by ante card Rebirth.


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>These would work better as Fortifications.

God damn. Forgot how much I loved random shit in that block, including that card.


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Name's taken


How would the Blood War be handled under Magic the Gathering's color pie? Baatezu as Black/White, Tanar'ri as Black/Red and Yugoloths as Black or Black/Green?



>Torment 2: Black Mana Boogaloo

I'd be interested in seeing what you came up with, those colours seem about right.



I'm still trying to expand on the idea of making D&D run on the color pie instead of the terrible two axis system. Making the default Outsider groups work, much less without overlap, is one of the bigger challenges.

Slaadi are definitely part red. Not sure if it's pure red or red/green

Modrons and Inevitables are probably blue. Not sure if pure.

"Good" aligned outsiders like Angels are definitely part white, though D&D never really distinguished the different types from eachother that well.



UBRG is also an option for Slaadi. Commander 2016 uses that as "Chaos". Not sure what outsider could be primarily red if that was used though.


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Is there any current card with abilities that depend on what is in your exile zone, regardless of what sent it there? I was originally going to make this graveyard dependant, but that's black's thing. Exiling stuff is pretty white, as is collective power. Exiling fits with the Silver Flame's fluff of being an alternative to Dolurrh (standard afterlife) and rarely rezzing worshipers (since it weakens the flame).

Also is this too much hate for the cost?



>Modrons and Inevitables are probably blue. Not sure if pure.

Did you mean white?



Blue/White is definitely an option



How are Inevitables blue, though?

Also, I think Modron progression would be Colorless(They're still robots after all)>White>Blue/White at highest ranks.

Which brings me to a sudden realization.

How are you going to deal with creatures breaking the color wheel, like people with green identities that have flying, or white people that have direct damage spells? Are you making the color pie only for personalities?



>mechanical being based in logic over emotion

>not blue

So far it's personality and spells that formerly had [good], [evil], [law] and [chaotic] tags (Most undead spells are now [Black], Mindrape is [Blue], there's detect color and protection from color spells ect.).



Inevitables are the guys that come over if you break a law of the universe, such as breaking a oath, or try to become/kill a god. Sounds squarely white, I can't think of any that need blue to function.

Modrons were designed to have logic over emotions yes, which is why I threw blue on the highest castes. The problem is that the lower castes just follow orders and sometimes don't even have sentience.



The CMCs are pretty much on-point even though that legend has kinda heavy fixing, which isn't too hot considering that both Knights and Clerics like going into two colors.

There are a few cards that care about exile, but they'll often have some modifier to it (such as Mairsil, the Pretender needing counters). I would assume that this is because it's possible for cards to be exiled face down (Gonti, Lord of Luxury). Also note on the wording, you're specifying "what is in your exile zone," but the actual card effect would count any exile zone. I'd change it to something like "If a Knight or Cleric (optional: you control) would die, instead exile it with a flame counter on it. / Jaela Daran, Kepper of the Flame gets +1/+1 for each exiled card with a flame counter on it."

As for the second one, not really too cost heavy (white has had far, FAR more brutal with the likes of Containment Priest), and the utility wouldn't be too great outside of standard for a transform-matters set. The only thing mechanically confusing is the wording. I know it seems like a no-brainer, but consider the wording for Cult of the Waxing Moon (Whenever a permanent you control transforms into a non-Human creature). Permanent is specified for a few reasons: it's possible for a noncreature permanent to transform into a creature, and it makes artifact animation easier to rule. Since you specify morph, that second one is even more confusing - what exactly counts as a creature, the permanent at the time of transformation, or afterwards (noncreature cards such as Zoetic Cavern can be morphed)? While we can sit and say that there is a technical answer based off of the grammar for this, ideally the card shouldn't leave any room for ambiguity in how it works (not this doesn't mean intentionally being open-ended, it means that I shouldn't have to call a judge over to see how it works).

Consider the wording "Whenever a permanent transforms, morphs, (optional: 'or megamorphs,' or you could leave that out to give MM something) into a creature, destroy that creature." Sure it turns it into a triggered ability, but it makes ruling a lot cleaner.



>legend has kinda heavy fixing, which isn't too hot considering that both Knights and Clerics like going into two colors.

Intentional. For the hypothetical set I'd never actually make "Silver Flame" affiliated Cleric/Knights would be white and have some gimmicks with being exiled that I can't think of right now. Clerics of (for example) the Sovereign Host wouldn't be mono-white and Clerics of (for example) Blood of Vol wouldn't be white at all to limit compatibility.

Also of minimal importance in Commander (not primary design intent, but was considered) if she's the commander, since you can't have non-white in your library then.

>the actual card effect would count any exile zone.

Was aware of that, though couldn't figure out good wording.

>Whenever a permanent transforms, morphs, (optional: 'or megamorphs,' or you could leave that out to give MM something) into a creature, destroy that creature

That will work. Thanks.


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Is this still in color for white? Was it ever?



White can deal direct damage to creatures in combat and sometimes tapped creatures so yes. Its kinda strong for only 1 mana though.



>kinda strong


That's still better balanced than 99.999999% of it.



Well you're not exactly wrong.



>kinda strong

>Can't be played on first turn unless you have a 0-mana creature

>Can't be used on the turn its played

>Each subsequent turn it gains 1 toughness of damage

>Can't be stacked on the same creature

I think the only strong thing about it is that it doesn't remove the counters at any point, but majority of the time you're better off running a lightning bolt.



>Whenever this and a <subtype> creature attack together, that creature gets +1/+1 until end of turn.

Correct wording?



“attack together” seems wrong, would “both attack” be better?

Also what does “that creature refer to? The one with a specified creature type or the creature with this ability?



Pretty much what the other anon said. 'Together' sounds weird especially since the only thing that I can think of remotely close is banding, which uses 'attack in a band.'

Just as well, you need some other wording to account for what happens if the creature your ability is on attacks with two or more creatures of the subtype. If you have a Cleric who cares about Knight creatures attacking, what happens when you attack with a Cleric and only one Knight? What about two Knights? What if the Cleric becomes a Knight and that's the only creature you attack with?



Shouldn't "and" and "both attack" eliminate that possibility of doing it with one creature? Have to figure out how to fix "that creature" though.



>Whenever "this" and at least one target <subtype> creature attack, that creature gets +1/+1 until end of turn.




"target" has other interactions that you may or may not want, including targetting the very same creature if it has the right subtype.


>at least one target

You want this to activate a maximum of one time?




It's not clear from the original post whether the intention was to activate multiple times or not.

From a design viewpoint, targeting itself could be avoided by not giving the creature with this ability the correct creature type, simple and effective.


>Whenever "this" and at least one <subtype> creature attack, <subtype> creatures gets +1/+1 until end of turn.


>Whenever "this" attacks, if a <subtype> creature is attacking, <subtype> creatures gets +1/+1 until end of turn.


>Whenever a <subtype> creature attacks and "this" is attacking, <subtype> creatures gets +1/+1 until end of turn.

^ should work for every <subt> that attacks.



I took "Whenever this attacks" from Provoke. Is that part wrong?



Reminder text isn't meant to be taken at face value, just summarize the effects of the card without needing a comprehensive rules breakdown (hence why Devoid is a keyword, so that they don't need to say 'this card, when in any zone, the spell created from casting it, and any creature created from it, is colorless). Provoke doesn't read on the comprehensive rules "whenever this attacks," it reads "whenever this creature attacks."

It looks like the first option outlined in >>400988 would be the wording you would want to go with, except 'this' could be swapped out with the creature's name if you want. That also makes the ability a general anthem instead of a weird arithmetic interaction.

If you want to do +1/+1 for each, try...

>Whenever [this] and at least one [subtype] creature attack, <subtype> creatures get +1/+1 for each attacking <subtype> until end of turn."

Wordy, maybe, but you are doing a lot here, and it keeps it all on one ability.



Wording was for a keyword and only give one creature a +1/+1.



Keyword makes the wording a bit lax then.

We'll just call it 'Huddle' for this example, since Bands, Partners, and Allies are all taken as keywords.

>[White Assisting Cleric] | 1W

>Creature - Cleric (1/2)

>Huddles with Knights (Whenever this creature attacks, you may choose to give target attacking Knight +1/+1 until end of turn.)

Something like that?



>huddles with knights

that sounds adorable

though depending on the flavor it could be more either "divine help" therefore a word like anoint would fit, or it could be "tactical help" in which case a word like stratagem would fit.

As for wording you'd probably drop the "choose" as may already covers that.



How about "Bolster"?

>Bolster Undead (Whenever this creature attacks, you may choose to give target attacking Skeleton or Zombie +1/+1 until end of turn)





I've seen people work on horror and lewd custom sets before, but never a cute one. I approve of this idea.

What colours have Huddles with?



Actually how would you even program this into MSE? No idea how to get "skeleton or zombie" (or any other arbitrary pair) to appear in the reminder text without making everything an entirely seperate keyword.



Dunno. It doesn't make sense in Black or Blue, but its in-color and in-flavor in Red, White and Green.



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click insert param to add the type of customization it is, whether cost words or names, and then use param to add them to the rules text. Because the creature type is always multiple, you have to set it to singular.



"Huddles with X" works for Rugby flavored set.

Fantasy Football, a flavor reworking of that Battlebond Tumblr Art shit where players both try to win some sort of sport but using magic to support their team in the stadium. Different color pairings are major teams with different playstyles, there's dirtier plays like bribing the refs and framing creatures to remove them from the game, summoning creatures or using defensive/offense spells to block or disrupt the other team's plays

Battlebond could have been a lot better with a few changes (mainly that fucking awful art and getting rid of the Donut Steel OC race).



That works for a single creature type, but not "skeletons or zombies"



Perhaps "Formation"?



it still does, just Huddles with Skeleton and Zombie instead of Huddles with Skeleton



That requires putting it in the ability name instead of being able to use something like "undead", which reduces overall line count. Especially so for rare cards that can skip reminder text.


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It works for multiple if you use "or"


Nothing in the game really groups creature types like that. If you really want that effect you could use "black creature"


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>skeletons or vampire

okay it isn't perfect but affinity also has this problem, so if there was a fix it's probably just write those specific use cases out manually.



>Nothing in the game really groups creature types like that.

I remember read R&D did experiment with it at one time.



Skeletons and vampires or else you only get a discount for one or the other.


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>Skeleton vampire

That gives me an idea...



the point was that even official keywords don't have automatic concessions to multiple use cases.


I been tinkering with a number of cards designed with the first year of Magic in mind.

Would that be okay to post?



everything's okay to post anon


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The idea behind this is two creatures get a romantic attachment to each other (yes funny implications, I know), and thus are stronger because of it, as well as being able to synch, if you will (in the form of bands).

However, when one of these die, it naturally disappears.

>The Mary Celeste

Based on the legendary Maritime Mystery. The Ghost Ship promises it's passangers a safe trip, with no possibility of return.



I like the mary celeste, nothing I'd really change about that. Though emotion even back then was more red's thing, it seems weird to have a card based deeply on emotion that isn't red.


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Where is Zeus on the color pie? I'd imagine he's at least part red, doing things out of emotion (rage, lust). Would he be any other colors?



Shouldn't Mary Celeste be "attacks in a band" and not "bands"?



>heavily inspired by emotions

>throws lightning

>main man on a mountain

<Zeus got the sky and air

Tempted to put him in blue (Poseidon), for dreams or polymorphing trickery or white (Demeter or Hestia or Helios) for maintaining order, cast out titans, etc.

At best, would probably treat him like a planeswalker, just in the sense that while predominantly red, there say, would be other sides to him when acting not quite purely red.



Well, he's a God, not a special creature, and way above the level of a Planeswalker. Zeus is whatever the fuck he wants to be. Creatures of Greek myth and legend could be put on the color pie, but not the Gods.




Formatting broke your link, but I suppose your point stands. Some of the in-lore Gods are playable as cards, although I feel like it undermines the concept of a fucking GOD to have them be a thing that can be swept away with some shitty spell or the minor effect of a mortal creature.



That's how people felt about planeswalkers before the bullshit revisionist lore, due to the likes of Serra or Gaea.

It is also why planeswalker cards have loyalty counters because the implication is they bugger off. Creatures were imperfect recreations, so that they wouldn't have memories of the planeswalkers duels, or paradoxes due to dying on the field of battle when they had fully complete lives elsewhere.

And yeah, they already took Hephaestus, and called him Purphoros in Theros, or Helios was Heliod, among many others.


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I agree in a lot with love being a red emotion. However, banding is a mostly white mechanic.

I was partially inspired by this flavor text when deciding on love.



Maybe "Marriage" or something? While still mostly red, Marriage would imply officializing the love through the laws and in the eyes of a holy power, which would be white.



Proposal was white. https://mtg.gamepedia.com/Proposal

But the second marriage was red. https://mtg.gamepedia.com/Phoenix_Heart



Oh fuck, Richard Garfield blanda'd up!


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>But the second marriage was red

What happened to the first?




>What happened to the first?




Card infinite loops with itself and forces opponent to deck themselves

>opponent playing black/blue deck does draw phase

>name Mountain

>opponent draws a card but is interrupted by this

>name mountain

>repeat until decked



It should be:

Whenever ~ enters the battlefield, fateseal 4.

Whenever an opponent draws a card, you may name a card. If you do, that player then reveals the drawn card. If it is the named card, draw a card. Otherwise, sacrifice ~.

Moving the draw to already drawn makes it less confusing, since the opponent draws the card regardless of what you do.



also "otherwise sacrifice ~" should probably be "if the card isn't, sacrifice ~" as it could be confused with a consequence of not doing the "may"


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The effect would work fine if I remembered to add 'instead' into it.


I don't like doing it off of a triggered ability since that makes dealing with Brainstorm a pain in the ass (what if they put one of the drawn cards on top of their library?). I do like the wording change at the end, though.


I had a dream. I suppose you'll accept it if I posted it here?

>??? Bottle(Didn't manage to remember its casting cost, or the creature's name)

>(1): Summon a Bottle ???(I forgot the name but in the card image, It was a green humanoid of sorts)

>Bottle ???(1/1)

>If this card would be "copied", instead copy a 1255/1 ???(I assume the lore here is that you can take the bottled creature's DNA and manipulate it into almost-real DNA of those species? Funny that, I sorta like the idea)

>(1): Upgrade this into a 2/1

Making a 1/1 a 2/1 for 1 mana is pretty useless, but I wasn't consciously creating a card, so its to be expected. Also 1255 is a ridiculous attack value for a game of MtG, but the health is 1 and it has mana costs of "1 mana" which I haven't seen outside of MtG either.

>There was also a card of the replicated 1255/1

>It was another green humanoid, giant and female, with no characteristics which would explain it having 1 health besides the -4 STR I guess


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Decided to make other cards for other magician tricks as well. Couldn't think of anything for Black, so I stuck it on the Red one since it fit for both colors anyway.


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Saw the Assistant in Half seems like it'd be fun to use against someone who tries to exile your deck


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That was intentional Since Pull from Eternity needs to be expanded. I got the order wrong for how to handle returning the creature, though, since if your opponent can guess which half contains the whole creature, it beats the purpose (plus shuffling with only one card in the deck is kinda dumb).


Seems kinda niche. There aren't that many reliable Daxos/Grenzo cards out there that both care about stealing cards and casting them with mana.

Consider this:

>{T}: Add {C}

>{T}: Add two mana in any combination of colors. Spend this mana only to cast spells you don't own.


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So focused on wondering if it needed to enter tapped or not I forgot about adding colorless.


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Two variants of this idea. Inspired by the flavor text of Golden Wish and Planeshifted cards (hence the template). The second is likely busted (If you win this turn, the opponent can't really use their lotus) and doesn't follow the format of the other wishes, but I thought it was an amusing variant.


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Card type idea: Template, equipment's enchantment brother.

These enchantments can't be played from your hand (no mana cost), but can be added to creatures as you cast them for a mana cost. If a template would leave the battlefield, it returns to your hand and might be immune to enchantment removal (not sure). It could represent both unusual genetics (Half-dragon) and advancement (Knighting).



I like it, the mechanic I could see easily working into a setting but I think you could easily push it a to be a bit more powerful. Half Dragon seems pretty good, but Knighting seems a bit weak.



It was just an example for an idea. Also I realized Dub is a card and Knighting would need substantial changes anyways. The art is also extremely similiar.

Do you think these should be more powerful or equal in power to enchantments of the same cost? On one hand you need all the mana at once, but on the other they can't be two for oned.

Thinking of restricting it to non-legendary creatures for fluff reasons. Perhaps restricting template to creatures not already a particular type (Template non-Dragon). Also I need to replace "target creature" with "that creature" in the reminder text so you can't add it to an existing creature.


Also thinking of changing the name to "Gene", since that would make the wording for type restrictions better (Dragon Gene vs. Dragon Template), also shorter. The idea was inspired by Dungeons and Dragons 3.X's template system for monsters.



>March of the Genes

>Each creature becomes a copy of each other creature on the battlefoeld



While they can't be two-for-oned they also are significantly less versatile. The window for casting them is very small, requires two cards, and requires more mana. Therefore I think they can and should be more powerful than auras of the same cost.

As for restricting it to non-legendary creatures, I think that shouldn't really be necessary. The non-creature type part though I agree with.

Gene makes sense in some circumstances and doesn't in others. Gene heavily implies genetics, which for some cards makes sense (IE: Half-X), and for others doesn't really mesh (IE: Cards that represent growth or training).


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Haven't theory crafted a card in ages, now my attempt on this idea. Mainly because I loved the rusalkas from Ravinca, and got annoyed at enchantment creatures that were aimed for draft in Theros. Wording is pretty much a cross between flashback and bestow. No idea if it is too convoluted or what.

One thing that definitely might need work is if the intention is to have an empty board, cast a creature, and template onto that creature spell. As it is, you need a creature on the board to target, so from nothing, you need to cast two creatures, just to get the enchantment on the first.



Rereading what I did. Intention was that eventually, creatures would be exiled, so it wouldn't be too annoying. Graveyard casting is to provide some abilty due to both creature, and enchantment removal. And come on, spirits coming back to possess is flavorful.

But I couldn't quite figure out how to word it so that the enchant aura would be exiled, if it was attached to a creature after the possess. So I went fuck it, exile the creature it was possessing, it can go back to a 0/1. Realize now that this becomes never ending enchanting tokens, without graveyard removal.


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enchantment creatures don't really need to become auras to enchant creatures, they aren't licids. I think this is more your speed?



never mind I am an idiot but so is wotc, why is the ruling for attaching a part of the aura type and not the enchant creature or attachment part



Any other suggestions for name?



well going off of the flavor of creatures being spells, it could be stylized like adding a flair to a creature as you cast it by editing it's spell, like taking a pen to a spellbook.

So Appendix, any synonym of Edit or Modify, Footnote, Ink, etc. You could do a lot of things that fit flavor-wise.

If you're going for a more in-realm sorta solution, you could call them backstories, ways, pasts, or destinies, or go the more "you manipulated this creature's fate/backstory" by calling them revisions, manipulations or alterations.


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Is there any reason an opponent would exile a card that's a duplicate of one in their graveyard to this effect, or is it entirely based on hoping they're forced to?



Originally it was just discarded and not exiled but since itd be to easy to rip apart their hand if they pitched a basic, i changed it. It also used to be just UB no exile




Speaking of color how is this blue or white? Discard and Extraction and both very black



It's exiled


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That's still black as fuck. I see blue because it bounces back to the hand if certain conditions are met. Just nothing white about it.


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What if it applied to any spell not in your hand and could spent to activate abilities of cards you don't own?



Word that in a way that doesn't make Dredge confusing.



What's the problem? Dredge doesn't cost mana and doesn't let you cast a spell outside of your hand, just return one to it.



Dredge is a static ability that allows you to replace your card draw effect, but if that isn't your go-to answer, then I hate to say this, but you aren't thinking too hard on what activated abilities aren't busted by making you able to use from your opponents' zone. The ability you're describing constitutes two implications: that you can spend mana to pay for abilities on sources you don't own, and that you get the ability to activate those sources in order to pay for them in the first place. For the monger cards, at least the effects are either global or simple targeting, for the sake of making them functional. Can you activate your opponents' Axebane Guardian and steal their mana? Can you look at a morph card to see its cost? Whose library does Champion of Stray Souls go to? What about Eternal Dragon?

The reason why this was a joke archetype in U/B is because the game wasn't designed to be handled with that level of shared ownership, so it contradicts how a fuckload of cards operate on a mechanical level.


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Does this look fine?


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What color combo would be able to grab cards back form exile, if any? I was thinking Black(Mechanically, grabbing form exile is very close to graveyard reanimation) + 2 thematically appropriate colors such as white(Often exiles things).

I'm aware that there's been some controversy regarding pulling things form exile but I'm convinced that it would be fine if we threw it on a multicolor-only list.



White has Pull from Eternity and Green Riftsweeper


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Ignoring the Time Spiral cards (which were fun in limited with suspend), you're getting into wish territory.

Is it going back to hand or library (shuffled or top) or graveyard? Is it only a sorcery/instant that is grabbing the card? Is it attached to an artifact or creature or planeswalker? Are you going to pull the wish cycle, and have colors only get certain cards, like creature/land for green?


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3 mana with equip 2 is way too expensive for only 3 toughness.


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Modern Mesa Pegasus.


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the rider does not get the creature type of its mount.



I wouldn't play it, but the only mechanical thing I see wrong with it is the wording with the first ability. If you don't have an artifact, it just reads "+3: " I like the idea of a Planeswalker with massive loyalty gain for a cost, but this is too steep of ramp for how much you can cheat it.



Is there a way to fix the wording so it doesn't work if you can't sacrifice an artifact?



Will fix. Is the wording for the ability fine? Power level correct?


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A creature "being exalted" doesn't mean anything. It should be "whenever a creature you control attacks alone". As for power level, what you have attacks as a 2/2 flier for 2 at common, but you can't have multiples attacking so it would probably be fine at uncommon.


Ability has a loyalty cost of 0. "You may sacrifice a non-token artifact. If you do, put 3 loyalty counters on ~."


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Any comments on





Permanents with kicker either have ETB effects or enter with counters; the way your card is written there's no way of tracking if the kicker cost was paid or not.



If ~ was kicked it enters the battlefield with a ___ counter on it. [...]

If ~ has a ____ counter on it, it instead deals damage equal to its power

Does that work? I'm not sure on the second part.


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Carmen wasn't born with a planeswalker's spark, she just stole someone else's.




>doesn't put anything about him suddenly being the love of your life because you wanted better weapons



He gains loyalty counters whenever you sell shit to him or grab stuff from him. What more do you need?


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Just realized the first ability doesn't work since an opponent can tap the land and deny you use of it.



Wrong, unless they tap everything in response, you can still activate a land, since they won't know what land you'll tap.

Alternatively, you can make it target a land to activate AND make it so you can spend mana from your opponent's mana pool.



The only way it would work is pretty wordy, unfortunately.

>Kicker RR

>If CARDNAME was kicked, it enters the battlefield with a smegma counter on it.

>Equipped creature has "T: This creature deals 1 damage to any target." If CARDNAME has a smegma counter on it, equipped creature has "T: This creature deals damage equal to its power to any target." instead.

>Equip 2


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Was thinking about alternate ways to word it. But it would end up drastically altering the card, needing new casting cost, and equip.


>Multikicker R (You may pay an additional R any number of times as you cast this spell.)

>CARDNAME enters the battlefield with a charge counter on it for each time it was kicked.

>Equipped creature has "T: This creature deals damage equal to the number of charge counters on CARDNAME.".

wording taken from attached.



I wanted it to do more than "steal one mana". While stealing directly from the mana poll is very fitting, it makes it impossible to use other land abilities. "Carmen stole my mana!" isn't as cool as "Carmen stole the Bazaar of Baghdad!".


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I thought this was a cool idea, but I can't think of any thematic way to make it risky short of the possibility an opponent has counter removal.


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Actually, I've got no idea what I'm doing or how to make this wording functional (it does something with absolutely no precedent in Magic), but this seemed like a good idea for some reason.


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You could accomplish a similar effect by making happy fun stuff a planeswalker owned by no player.


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>give Hell control of Happy Fun Stuff

>that way you need more creative solutions to get rid of it

>can have it create demon tokens for each planeswalker too

>would have it attack opponents/planeswalkers randomly (to reduce words)

>might need to give Hell an actual life total or make them a planeswalker like >>404459 says

But creating an NPC opponent that requires alternate win conditions, combos, hated land destruction or phasing or working together seems fun.



That works.


Yeah, fun idea but no idea how to make it function. Realized after posting it died immediately for having zero cards in library on draw step.


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oh man this is fucking awesome, where has this tool been all my life?



I'm pretty sure magic set editor is old enough to post here, don't quote me on that though.



So older than the average poster then?


I know that this is a silly idea, and I will suggest it anyways, so why don't we wait for either WotC or MtG to crash, group up and buy the rights, and make our own autistic shit that is fun?

We could speed it along by posing as pozzed cis-retarded legbeards complaining online and get them to make the game shitty enough that nobody would ever touch it.



>Why don't we wait for a Hasbro owned property to be sold.

Your idea isn't silly, it is stupid.



We don't need to own shit to have autistic fun anon


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>Thrane, as the organized, generally but not always benevolent theocracy, is white

>Karrnath, as the undead focused kingdom ruled by a vampire, is black

>Aundair and (formerly) Cyre, as magic/magitech focused nations, are Blue

>Darguun, as the barely controlled country of monsters, is Red

>Talenta Plains, unsettled except by nature connected nomads, is green

>Breland is something

>Xen'Drik is red+black

>Mror Holds are white+blue

Any ideas for the others?

Purified is generally a negative, but several Thrane cards have abilities that trigger when a knight/cleric is exiled or how many there are in exile. Not sure if Jaela needs it or if her ability works on herself.



Purified would work great in a set around graveyard revival, where your opponent can steal shit from your graveyard, so I wouldn't write it off as a direct downside even without there being exile synergy with it.


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Mournland seems like a world enchantment, doesn't really fit legendary to me. But I am old.



>doesn't really fit legendary to me

There's only one Mournland in Eberron (though fear of more poping up is what ended The Last War)


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Sometimes I wonder why we spend so much time coming back to this thread whenever we secretly know that WotC won't ever listen to our ideas. Sometimes I conclude it to be to express an understanding of the mechanics and scaling of the game's power, and to express understanding of how its design process undergoes by inventing scenarios, as well as set up our expectations for future cards. After all, if anons can create mechanics more creative than the generic "get +1/+1 counters" crap WotC loves so much, then surely we can start to expect more from the keywords of future sets? Well, not strictly, since a lot of people don't enter here with hypothetical card keywords designed for longevity, rather just to fit one or two cards.

Maybe its that so many of us have ideas that we want to put out into the world through our own expression, but for whatever reason we're drawn to the idea of deriving directly into Magic's property. That's a given, but why? Why do we sit here and waste time exploring hypotheticals for someone else's creation when we can go out and make our own? Are some of us just too lazy (but why do we keep checking this thread, then)? Are some of us feeling obliged to continue (is it the feeling of community, or the game itself)? At least with DnD and other tabletop sessions, we can flex our minds, and storytell with friends. But neither are true here, strictly speaking. Why, then, are we creating a big blob of nothing?

I don't know. I'm just rambling while I wait for some wax to melt for an art project.

My bottom line is this: give up your preconceptions for a moment that Banding is an impossible mechanic, and just learn to appreciate it ya fuckin' small-brained faggots.



Needs to say "All rats have banding".



I don't want all rats to be able to form bands. I want all rats to be able to form a band with it. That's the flavor.



That's a duet, not a band.

Only one other creature without banding can be a part of a band.



>I want all rats to be able to form a band with it.

The second line of that card does enough to encourage that.


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isn't this mechanic just Dash



There's at least one that uses the kicker format, but I didn't know it became its own keyword at some point.



>hexproof from white

>not protection



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Oldfag here, here is a cycle of Enchant Worlds I put in my set.

>I know Library is broken, that was sort of the point on that one.



Was Limbo meant to allow you to summon an opponent's creatures you kill?


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>William John Thomas

I bet you think you're real funny.

Also I find Ragnarok disproportionately interesting because it lets creatures attack the turn they are summoned but not use their tap abilities, and I don't think any card to date has that effect. IIRC there's a card that lets you use abilities but not attack as though creatures had haste, but never the other way around.



>but not use their tap abilities

It didn't seem that way to me from the wording; I thought he was templating it as though the card was printed before the codification of Haste.



Haste was "Activate tap abilities or attack" before the keyword, I think.



Why would you have one of the strongest graveyard hate effects I've seen in black? That it totally out of color.




I thought it was a creature didn't get summoning sickness?

It could be both were used, and creatures without tap abilities only mentioned attacking.



Any interaction with the graveyard fits with black.

Also reminder that leyline of the void exists.



Planar Void exists as well


Instill Energy specifically says tapped abiltites as though they didn't have summoning sickness (though the 5th edition version just gives haste).

Most creatures with haste from back when specifically say 'can attack the turn they come into play', such as Nether Shadow and Ashling Ghoul. Chaos Lord has a weird immune to summoning sickness except the turn he comes into play. Eron the Relentless just says 'may attack the first turn he comes into play on your side' which means, as written, he can't attack the turn he's Control Magic'd for instance.

Around 5th edition they introduce 'unaffected by summoning sickness' and combined the two rules. Before this, it was usually one or the other.

Since the goal was to make a set that wouldn't look out of place on a table in 94, I figured having the ability to attack (but not tap) made sense.



Yes, and let him summon yours (assuming you both have the correct colors).



Colorless. There are several eldrazi that return your opponent's exiled cards to their graveyard.



That's a color(less?) bend due to the theme of the set, I wonder if it counts.


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Actually before "unaffected by summoning sickness" you had this word salad. The only reason it didn't appear often is because every creature printed with haste before summoning sickness was a phrase didn't have a tap ability, so it didn't really occur to print what seemed like a useless ruling at the time onto an already wordy card. Also, "comes into play on your side" refers to the controller, so if control gets exchanged with Control Magic or anything like that, that turn is still the turn the creature came into play on "your" side.


Outside of the Eldrazi and the new Squee, the only ones I can find are blue. I know Coax is related to the Eldrazi, but it isn't a colourless spell in and of itself, and it's someone else casting the spell to reach them.


Time Spiral block was weird, I'm pretty sure these two cards major intention when first printed was to counter Suspended cards before they're cast.



White is home to flicker effects. Though I would agree, blue would be better. And yeah, those cards were set up for limited, but I would say it is a good metric for when they play with exile, just because it happens so rarely arguably justifiably.


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Shit. Forgot cards as examples.


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You're wrong on the ruling on Eron. Back in 95, the ruling was he only had immunity to summoning sickness the turn he was cast. After that, it didn't apply. It matters little though, because in 96 they came out w/ Errata to say he was uneffected by summoning sickness.

As you said, word salad.

>Don't forget the wishes and Ring of Ma'Ruf could get cards 'from exile', well rftg.

Some in the old school community have argued that Ring here should be able to target exiled cards, as written in the original text.


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Was searching for random flashback cards, found runic repetition as well. Would say it further cements pulling shit from exile squarely in blue's wheelhouse.


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>Deus Vult

>But wait, what if it was "god vault"

>It's a walking vault that makes little god shards



>not indestructible enchantment creatures

>no divinity counters

Why not use the established standards for god cards?


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Reminds me. There is a balance between the disk and helvault that I have been meaning to make.



Because he isn't a god and he doesn't create gods


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Didn't save Rat King to update, but felt inspired to make some other legendary creatures for some types lacking good generals with a few other obsolete mechanics.

Tried to cram in flavor text for Bemet and Solmane so that you guys can get an idea of what they're supposed to do in-flavor.

Not too sure on the mana cost for the fish, though...



Yeah, we noticed that blue has everything. It would be nice if it didn't, though.


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>Blue has everything

It truly does



So you can choose how much life you want to pay, then play anything?



Yeah! But it's got a drawback of paying life and losing a card. Just like FoW. Completely balanced, trust me.



That seems a little unfair. How about you remove the life paying aspect to better balance it? Just exiling a card is already a pretty steep price.



*name a card with cmc X

Is that what you meant?



If you put a land on the stack with this what happens?


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I think >>407687 meant to point out the fact that the cost of the card and the power of its effect don't have anything to do with each other. Also, it should say "spell", not "card" or else you get weird land interactions like >>407703 pointed out.


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Any ideas for expanding this? Each effect needs to be instant or one turn only.




I fear this would largely fall into draft fodder territory, or obscurity. If you play them on tempo you're missing your second and turn tempo, to potentially give creatures you play +1/+1 or haste depending on which you draw.

I feel like this is the right application for Fortifications, but they're technically weaker at a start point than an equipment, since they have no immediate effect when placed on a land, while an equipment (typically) immediately makes the creature stronger.





anon you can attach them without tapping the land, and even reattach them to a different land to tap that land for the effect



Holding out to give a 1-drop +1/+1 or haste on turn 3 doesn't get me excited.


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It would be pretty easy to make a "cycle" of these that each marginally benefit a particular type of card. Creatures are especially easy, since you can have them gain keywords. How about a fortification that's made for Manlands?



something so heavily specific should be way cheaper, or have an alt cast like return a land to your hand or something



>Playing any named spell in the game for free at the cost of a card

Even with the life loss it'd be banned in a day. I'm not even sure if you were sarcastic.

>Play out hand

>Free time walk or time spiral


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Is Skullclamp balanced if it has to go on a land?



Problem is keywords (aside from haste, which I'm aware of no situation where it matters past the first turn) need some way of keeping track of their addition.



Nah, it's fine. It's a blue spell.


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Not necessarily. There are lots of cards that encode information onto cards, and it's handled with meta information tracking by the players. I do think that it would be nightmarish to track once you start having multiple creatures and multiple fortifications, though.


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I would think it would be since it isn't as easy to get a 1/1 land as it is to get a 1/1 creature, Arbor Dryads aside. You would need a third component to really break it, but personally I wouldn't care about that since adding in a third card breaks a lot of potential combos.

Ultimately, though, I think that highlights the limitations of MtG's recent philosophy on focusing on creatures, since this means expanding on other card types fall on the wayside. Hell, we saw them do this by tying Legendary Sorceries to needing a Legendary Creature/Planeswalker existing to use, when in an off-hand comment on an Escapist article (http://www.escapistmagazine.com/articles/view/scienceandtech/14276-Magic-The-Gathering-Cards-Made-by-Artificial-Intelligence) about cards made from an AI, the author tosses the idea of making them cards you could only use one copy of in the game. Fast forward to now and even Pokemon TCG is using a similar mechanic in GX attacks, and it's working out rather well.

The big problem with fortifications is that lands aren't that likely to be removed from the game unlike creatures, so there's not a lot that you could do with them that you can't just use for enchantments or just general artifacts. You need to have another type of deal where the rest of the set would specifically need cards that work around fortification happening in order to give players a reason to want to play it.


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Since I'm butthurt that Cat Tribal for the most part sucks, and I found out that the series' website was revamped to include a store, I figured it might be a cool idea to toss around ideas of how a set based off of the Warriors books would go, if only to see how another 4-faction set could go.

I'm taking the Ixalan approach of having U/G and Naya be two of the color factions, only instead of U/B and Grixis it seems more appropriate for Mardu and U/B. Since everything uses four factions, the "fifth" one can be filled in with some consistent mechanics tying all four of them together.

Here's the design space I'm thinking it would allow:

Thunderclan - (G/R/U) Themes: Heroic, Auras, Combat Tricks

Since they're the main heroes of the book series, we know more about the blessings befalling them than the other clans.

Shadowclan - (U/B) Themes: Skulk, Land-matters

More leaning towards the U here mechanically. While I'm aware Skulk is high on the Storm Scale since R&D don't like the design space of it, R&D also didn't really give it a chance in the first place. Imagine a Skulk card with Vigilance, or one with Double strike. Instead we have two Lifelink cards, and a few other misc others. Land-matters is kinda more towards the approach of Blackblade and Swamp-counting in this context, leaving room for aggro

Windclan - (W/R/B) Themes: Dash, [not-Flicker Keyword]

Yes, I'm shamelessly using Dash here with the combination it was introduced in, and adding it to W. I like the idea of using this in combination with some sort of flicker ability that doesn't intrude on U's usage of it, and making it a little more aggressive, mechanically using the tunnel system from the first territory in the series and giving it a more distinct identity than just "aggro colors doing attack."

Riverclan - (U/G) Themes: Pillowfort

Riverclan is basically the clan of gymbros that do squats all day, looking fit and sexy, but meanwhile the rest of the clans can't swim, so their camp is always protected because nobody wants to even try to reach them. I'll probably make some keyword for them later, but U/G design space is very exhausted, and it's getting pretty late.

Shared mechanics:

'Types - Cats (Obviously), Apprentice (new - reflects a fighter-in-training. Creatures of this type are there for support of your other types), Shaman, Warrior, Rogue (used for off-color creatures for raiding-style aggro)

Starblessed - New keyword meant to resemble Clan leaders getting 9 lives (or 4 or 12 or whatever the toughness is). Based off of Persist, but restricted to combat so that it can be repeated without being completely broken. Doesn't appear outside of Legendary Creatures.

Territorial - Keyword for noncreature enchantments that share a chosen color. Thematically more consistent for Riverclan and Shadowclan by design, since they don't have a third color.

Tap-Sacrifice Artifacts - Representing plants and natural remedies



Don't know if I should have bumped the Bluestar card up a generic mana, but whatever. Originally had it marked as just making one token, but figured that was too weak when cards like Kemba exist.


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Made some Shadowclan cards. Made the Tigerstar card slightly off-color by making it Sultai for flavor reasons. I know that last ability is Rampage, but it's clunky to have a keyword introduced for only one card in a set. I didn't want a Rampage subtheme, I just wanted an interesting action with Skulk that makes the flavor "sneaky cat kills anything in his way."

Brokenstar's back there with his kit-stealing schenanigans. Since tokens aren't too strong of a theme, if this were a full set I don't think the effect would be too strong in its limited environment, but meanwhile it has a strong place in EDH that can run on-color with Pongify. Stealing is black. Toughness-matters is okay for black if it goes with another color.

Yellowfang's Banishment works with the timeframe I gave myself since I added in Brokenstar as a card. Gave it the same CMC as Murder even though Exile is stronger by making it a sorcery speed. Even though it has a restriction in the land count, there really shouldn't be a moment whenever you can't remove anything you want unless you're either trying to take out a wall, or you're playing three colors, which works for how top-down the design is.

The other two are just bottom-up creatures for some Skulk space missing.


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Are these based on actual characters, or are you creating these on the fly?


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Idea has interesting political implications in multiplayer (Guy has a monocolor tribal deck. You could use it to nuke him or to nuke everyone but him.), but high CMC for activation kills it. Perhaps

>XRW, Remove 2*X judgement counters from ~: Deals 1 damage per judgement counter removed and you gain 1 life per judgement counter removed

(obviously not formal wording)




I would go with "Choose a nonland card type", "When an opponent casts a spell of the chosen type that is the chosen color", make the enchantment {2}{W} instead of {R}{W}, and change the activated ability to "{R}, remove 1 counter: Deal 2 damage to any target". Requiring the trigger to be both the chosen spell type and a chosen color will limit its rate of acquisition, so it's okay to have the ability be better.



Dolphin gains hexproof as long as it remains tapped.


Fortified land gets +3/+3 as long as it is a creature.


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Fair enough. How about the wording on this one?



Seems like the flavor is backwards, since if someone has a Stroke of Genius, then they'll fulfill the requirement. Anyway, I'd make it conditional to keep game checking easier.

>Counter target spell if its controller doesn't pay {3}. If that spell's controller has fewer cards in their library than you do, instead counter that spell.

Even though the game has a way to check if the target remains valid between casting and resolving, it's more elegant to not require that condition on the targetting, so the card remains powerful if the condition is met, but it's easy to play and not useless if you can't meet it (especially if you run this in a mill deck - you're not going to be able to cast it unless you have some momentum).


The legends, yes. The nonlegends, no. I tried to keep it 2 legends per faction, and to compensate for the other characters in the series, have the occassional flavor or name reference.


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lol I have no idea what the fuck I am doing with Windclan, since they don't do shit until the second arc.

I like the idea of a combat-based flicker effect and seeing what room that goes off of with Haste, and maybe adding in some creatures that flash in attacking, but honestly that seems a bit too busy for one faction of one set. It creates a lot of depth, sure, but that seems like something that would be better explored with an expansion. For a bit of history for anyone who hasn't read the series, Windclan as its introduced was driven out of their homes by Brokenstar by the time the main character joins, and after they return they sit in the opposite corner of the main group, meaning that we know the least about them until later. We're told that they're fast, sleek cats who hunt rabbits and used to dig tunnels, but we don't have as much interaction with them.

Man, I'm really starting to see why people do this - exploring the design space and limitations of one set is really fun. Anyway, onto the specifics...

Tallstar was the Windclan leader throughout the entire first arc of the books, so they aren't getting a second Starblessed legend there, and it's difficult to justify all three colors on him at once. Thankfully, adding Partner and tossing in Jake for this one solves those two problems (while giving an EDH commander to the entire Windclan faction), and opens up a legend slot for the Loners later, which means I can give that to Scourge and Bone.

Three cards here are uncommon fodder for trying to play around with the design space that another Mardu group could have that isn't repeated. Breaking it down into three combinations of two, you can see my pull for this set between defenders set to deal punishment, Dash aggro, and a flicker/burn hybrid. Honestly liking Swiftstrike a lot for this type of thing since it seems like a decent way to give W indirect damage, but that doesn't seem to do enough for three colors, much less black. IDK, maybe it's because I'm least comfortable with Mardu in deckbuilding.

Also fuck WotC for not making a single card with Dash and Flash.


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I figured the flavor was in keeping with mill flavor, since reducing your opponents' library size is symbolized by mental destruction, and the hard requirement was part of the drawback of an easy to pay for 2 mana hard counter.

How about this instead? The spell itself is unconditional, but you can set up the game to make it really cheap. It fits the mental power theme better because you have to have more information (the hand) and a bigger knowledge repository (the library) to unlock its full power. It's also self limiting, since you can't fulfill both conditions on turn 1 without your opponent taking a mulligan to 5 and you having mind break trap for their opening fetchland.


File: 15296434e029707⋯.jpg (35.46 KB, 375x523, 375:523, Refuse from Reserve.jpg)


While that is playable, and making it matter for the cost instead of the effect is a nice way to bypass the weird check, that design asks all players to count the number of cards in their deck... for a counterspell's cost, meaning that you have to know and constantly keep updated from the table before you even think of counting them. Plausible for online. Not happening for paper.

Granted, this isn't too much better, but at least counting hands is easier.



>before you even think of counting them

Meant to say 'before you even think of casting the spell.'

I'm drunk.


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Hey, maybe if I make some more stupid cards based off a young adult book series, I'll feel better about not being able to find my paycheck, and my lack of sleep.

Self-depreciation aside, though, I just realized that there isn't really a lot of design space Wizards has used for blocking. Sure, there are cards like Triton Tactics which make things interesting, but there's not really a theme about it in any set as far as I can recall. Maybe they think that it's intuitive to be reactive, but I think having to make a viable decision between turning a creature sideways or leaving it sit there is a neat little decision you can do, and wanting creatures to survive during your opponents' next turns could hypothetically teach players to play creatures after combat. That's my thoughts, anyway, and I realized that U and G both have fog/mist to prevent combat damage, plus that fit with a theme of a river, so would work. Anyway, onto the card specifics.

Crookedstar, born Stormkit, broke his jaw as part of one distraught lover's vow to make every cat in her ex's lineage suffer. After she manipulates him into training to become a warrior and eventual leader, under the discipline of him forsaking friends and love from within the clan, eventually resulting in the death of his mother. When Crookedstar learns of the ghost's true nature, he ceases training from her, and rules Riverclan on his own accord.

I figured that since this is the last round of Starblessed legends in this set, I was overdue for some simple designs with it. Since Crookedstar takes a more proactive rule, I didn't want to give him the fog defending keyword, but at the same time I didn't want to make him too aggro. Just going off of Seedborn here and restricting it keeps it somewhat aggro-supportive while making you able to utilize your other card's fog blocking.

Leopardstar is a simpler character - after her apprentice-in-training is accidentally killed by Graystripe, the protagonist's best friend, she starts to really fucking hate Thunderclan. A spoiled brat growing up, this translates into pride and entitlement when she turns into an adult. When Tigerstar takes over in Shadowclan, and tries to basically become cat Hitler, she's the first, and only, clan leader to join him. After he starts executing some of her half-Thunderclan members, she wises up and turns her arrogance into steering Riverclan properly.

To keep things simple, I slapped on Hexproof, that way the card is a straightforward, direct, confrontational beatstick without going off color. She could stand to use Trample, but I figured that was stretching it, since she already goes 1-on-1 with each of the other leaders I made, which isn't flavor win, but it's a design opening, so what can you do?

Anyway, the other three creatures play around with blocking. Mistblock as a name should tell you what the term was derived from. Since it's reactive, that doesn't really leave a lot of room too explore in variance, but it makes for some useful creatures without making them completely overpowered, since a chump blocker remains a chump blocker until you need the little boost in damage. Makes you think. Makes players attacking you think. Everyone wins.

Also 4/1 is a perfectly valid blue creature P/T.

Sidenote: Is there any way to export a full set of cards from Magic Set Editor? I think it's obvious at this point that I might make a full set out of this, but I don't want to have just images sitting on my computer.


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I would assume that the lack of comprehensive blocking strategies is because WotC doesn't want to encourage pillow fort tactics. It can be fun to build up an impenetrable line of defense, but you only have 50 minutes to complete your 3 game set.


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What do you think about weapon enchantments? I figured that they can be stronger than normal creature auras because they have to specifically go on equipment.


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Man that's a big dose of nostalgia from that series. I need to reread it at some point, I get the feeling that despite it's premise it holds up surprisingly well. At least until the second series starts and they move locations.

As for the cards, I like em. The mechanics seem fun. For Rusty, he needs the controller to cast a spell targeting him to be transformed, that seems awkward since it would fizzle as he is exiled to transform right? I'm not too familiar with transforms and if there is a special interaction there.

As a more general question, I get making custom cards and sharing them can be fun but who has played their custom cards in groups where they deem them acceptable, hows that go? i'm curious to hear.



>For Rusty, he needs the controller to cast a spell targeting him to be transformed, that seems awkward since it would fizzle as he is exiled to transform right? I'm not too familiar with transforms and if there is a special interaction there.

Shit. Forgot about that. Originally I was going off of a nearby copy of little Chandra for wording, but it looks like exile isn't required (but preferred if it's changing card types, which this isn't). I'll probably fix it on my local later, but I'm not reposting the picture for just that minor change.


That's possible, but it's very situational when that would be better than just putting it on another equipment. At that point, you have a card relying on two others for you to even cast it, and it isn't really usable.


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I like the idea of cards that require setup to be good. Something like this, where you need boosting cards just to keep it in play, but it would be extremely powerful if it was even a 0/1.


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The difference is that setup. It's less to ask that a player has a static bonus for creatures than it is to ask for them to have a creature in play, an equipment that they have in play, and can equip.

That design you just made I actually do like a lot, since even though you need an emblem effect to work off of, that's still one card that you can cast later. It does something else besides that anthem effect, so there's a reason for it to be its own card instead of an effect on another one. There's some room that you can have for an equipment aura besides "enchanted equipment has 'enchanted creature has'" (which itself is really clunky), but not a whole lot.

Anyway, speaking of clunky, this is probably going to be the last Warriors dump I do, but here's some misc.

Cleaned up Mistblock to make it more elegant, slightly better, and isn't as confusing (what happens if a Mistblocked creature under the old wording tries to ping?).

Made a Scourge card since the design space for a R/B legend was allowed, and he's the 'final boss' afterall. Scourge isn't a complicated character, contrary to what the cringeworthy 14 year olds who write fan fiction would tell you, so his abilities shouldn't be either. No, that second ability is not redundant since it gets around Starblessed (and Indestructible), and Deathtouch still needs to be there to take out any cats that want to use fight effects. When you realize the problem with this, you realize the flavor given how the final battle goes down.

Not liking the idea of making a dedicated Bloodclan faction out of nowhere given how B/R they hardline to, so to tie them to the story here's a removal spell that ties it to the main story. It probably could be dropped down by 1 generic to fit the rarity, but this one's a struggle between making a card that fits in gameplay well and a card that fits the story well.

Also, I think I figured out what I would want for a Windclan ability to be. White has no problem dealing direct creature damage on the combat step, Red doesn't mind fast-hitting creatures, burn, and some Flash, and Black is secondary to creature damage, and doesn't mind making creatures trade. So, I went with the obvious and made a direct-burn-flash mechanic with a keyword that I'm surprised WotC hasn't actually used yet. This way, instead of making it solely about turning cards sideways and straight aggro, your creatures in hand can be used for a defensive option, to aid your attacking weenies, and since it works off of an alternate cost liked kicker cards, you could use them at multiple stages in the game for limited.

For the last legendary creature in the set, I was tossed up between choosing Yellowfang, Bone, or Barley and Ravenpaw. Since Bone is mostly Scourge's right-hand-man, and I didn't want to have a Bloodclan theme, he didn't seem fitting. Yellowfang was one I was seriously considering as a Bant creature, but she would be better in her ghost incarnation if I wanted to make a set based off of the second/third book series, plus she could be referenced in the cards more often since Thunderclan would have more instants/sorceries than the other clans. This left Ravenpaw and Barley to fill that slot, which I'm not too-too upset about, especially since acknowledging them existing gives it a way to explain the basic plot to begin with, after Rusty joins.

During a clash for Sunningrocks, a small outstretched stony shoreline on the border of Thunderclan and Riverclan, Redtail, the Thunderclan deputy (second-in-command), called for a retreat of the Thunderclan ranks, declaring the battle a loss. Tigerclaw, a Thunderclan warrior, took this opportunity to kill Redtail in order to make Bluestar need to appoint a new deputy, then let the rest of the clan blame Riverclan.

Shortly afterwards, Rusty joins Thunderclan and becomes Firepaw, and becomes friends with Graypaw. Bluestar takes the newly-named cats to Moonstone, where along the way they take refuge in a barn off of Windclan territory, introducing them to Bluestar's friend Barley.

Ravenpaw, Tigerclaw's apprentice, witnessed the murder though, and told apprentices Graypaw and Firepaw what happened. For his safety, Graypaw and Firepaw take him to Barley's farm for refuge. After Ravenpaw turns into an adult, he becomes a gay mate to Barley, which is either really sweet or really creepy and disturbing depending on how you look at it.


File: 82c4016e48942dd⋯.jpg (44.55 KB, 375x523, 375:523, Moonstone Caverns.jpg)

File: e25564be8d1aa1e⋯.jpg (44.53 KB, 375x523, 375:523, Tigerstars Demise.jpg)


Anyway, just to keep things concise, since the characters don't really do much except try to take care of any friend which visits them, I figured the card shouldn't do much more than that either. Indestructible could have worked here, but at 2 CMC and once per turn making it so that you can make all of your guys block for no risk or attack, you could do worse. I wanted to add in an untap effect, but that would have made it beyond stupid.

Last card I made for how was a simple land to depict the Moonstone, an ancestral rock the clans use to talk to their ancestors. Really, it would be neat to designate this as a Mountain and make a cycle out of this (since you can find landmarks for each clan like this, and it would be played under Windclan and Thunderclan, which are huge flavor wins), but Red and sleeping creatures are tough to mix, and for the ability as-is there's no reason to tie it to a color.


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If the moon stone is for communion with ancestors, how about changing it to tap a creature and scry?

This one is 5 mana for 5 dudes with different classes that contribute to the party.

White: Paladin (Vigilance)

Blue: Wizard (Tap abilities)

Black: Cleric (Menace)

Red: Fighter (First Strike)

Green: Barbarian (Trample)


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How about calling it "Gathering of Heroes" or "Party of Heroes"?


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The name is just to inform you of the mechanical flavor. You could call it "Gang of Murder Hobos" if you want.

Here's another one in a similar vein.


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Since enemy color pairing didn't exist until Mirage, there is literally nothing on how enemy color pairing could be conceived in 1994. A few abilities in Legends have enemy colors to activate, but require a third color to cast the legend, and that's it.

I decided to tie the colors to a common theme, obviously nothing that original since Ravnica, but it was a modest attempt. Black/White got a similar to orzhov in a life/death theme, as well as religious fanaticism.



Weirdly enough, I like that really crappy (by today's standards) flying legend, just because of how much it could fit into Legends. The rest aren't bad, if not for a little bit complex and elegant by using today's more elegant wording. Overall, good job.


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Every color will have at least one crappy Legend. It seems only natural. I need a flavor text for this bad boy



“The fault, dear Brutus, is not in our stars, but in ourselves.”

― William Shakespeare, Julius Caesar

If you're going old flavor, you gotta include the real-world shakespeare quotes on at least a couple cards like the old days.


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Thanks for that one, here's a group of 5 r/w cards, which seem to be developing a hellinistic feel to it (with the samurai being the exception).


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These are super comfy


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Crappy legends based on real people is my jam, keep it up.


File: 93baf9bcd02f307⋯.jpg (44.63 KB, 375x523, 375:523, Fortified Palace.jpg)


How about crappy lands drawn by real people?


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Sounds good to me


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Thank you. I've probably worked harder on this then I should admit. Surprisingly, each color has sort of worked out a theme, if you will, just mostly by coincidence.

White has a strong 'civilization and civic duty' theme to it, with a small amount of it going to the forgotten creature type 'townfolk'

(PS It's a shame that townsfolk was abandoned, it would have worked well in Innistrad).


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Blue has a trickery arcane theme, and then a nautical theme.

I need art for Port Merchant.




Very nice. Only thing I can think of is that "whenever you successfully cast" might need double checked. It might be just me having trouble whenever ETB became standard wording verses "Whenever you play" or "whenever ~ comes into play," but it's worth having a reference if you can find one.


Only thing I can think of is for the Reflecting the Sea adding in that stupid "This effect cannot cause you to discard more cards than you have cards in your hand" line.

Also, Ferry is completely playable nowadays in EDH, which is hilarious.


>Duel's clunky over-explaining wording before 'fight' became a keyword

Spot on.



It was an attempt to replicate the old school wording, mainly using Oubliette as the example.

Today, it would be a ETB trigger.

If you go up, you can see The Mary Celeste, which is like a more powerful Ferry.


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Red is all over the place though



as it should be. red is chaos, it shouldnt be rigid



this shit right there is perfect. its exactly the kind of flavour white/black should have


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Since you all liked my other cards.

Here is some green cards, which have a hermit/shaman theme to it. Sadly, few elves, but plenty of druids.


File: 32751d333573afc⋯.png (176.58 KB, 375x523, 375:523, 1548851227323406.png)


Elves can go fuck themselves. Shamanistic, druidic, primal magic is where it's at.

Also, it was "remove from the game" back then, not "exile".


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How did I not notice that. Fixed.

Get some more cards.



>Skinwalker becomes and exact copy of ...

Look good otherwise.


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I think Mana Warrior is still "draw a land" unless you mean "add mana to your mana pool". I'm not sure which you mean.

I also really dig the art you use. Spirit animal is especially cool, but they all have that old school vibe to them. Mine are...slightly more casual.



Form of the Bear is fun, but the CMC needs to be 1. Otherwise there's almost no reason to not just play a bear.


File: fdf816aa83ea4be⋯.png (282.46 KB, 375x523, 375:523, Shadowcraft Ape.png)

A play on the illusion creature type and D&D's Shadow Conjuration spell (hence when it's 1/5th as powerful when hit). No idea on the cost. Could be expanded on by giving creatures abilities that are only usable if they have a +1/+1 counter.



4 specific mana for a 5/5 with drawbacks is pretty weak. I would make it {u}{b} if you want to keep it a 5/5, or add an ability if you want to keep it at 4 mana.



>regenerate target land

is that even possible? doesnt regeneration only prevent combat damage? you cannot attack lands l think



701.14. Regenerate

701.14a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it's an attacking or blocking creature, remove it from combat."


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>you cannot attack lands l think

If they are or become creatures you can. And yeah, >>409319 covers them being creatures isn't necessary.


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It gets a little more complicated than that since what you draw isn't public knowledge for a triggered ability to go off of. You need to put the ability on the draw with a check for what you drew. The ability needs to work somewhat similar to Ixalan's Explore mechanic.

>Whenever you draw a card, if that card is a land card you may reveal it and have Mana Warrior gain +1/+1 until end of turn.

>Whenever you draw a card, you may reveal it. If it's a land card...

Pick whichever you want, noting the minuscule differences between the two. You can't base the ability being triggered, though, on knowledge your opponents wouldn't know until after it's resolved.

(I deliberately didn't bother fitting in the "first time each turn" thing since an effect this simple and reliant on other effects shouldn't have such an arbitrary limit imo, and a green 2/2 for 3 should have a boost in power anyway.)




I probably should reword that, for the sake of clarity.

I meant that as when you add mana to your mana pool (drawing mana from it's source).


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Not entirely sure where green/white is going either. Though banding is certainly a common theme in it.


Here's another of your jam man.


That's fine, not all things should be series.



*serious, wtf is wrong with me?


File: dc14a2029994767⋯.png (278.93 KB, 375x523, 375:523, 1549914241860875.png)

New card


Are card costs deeper than just "This has a CMC of 4 and has at least 1 white symbol on the cost"?

I mean for example, Is there anything a WWW card can do that a 5W card can't do?


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Generally speaking, no. The purpose of making a card cost more than one specific mana is to reduce the amount of mana required while increasing its casting difficulty, thus rewarding players for playing particular colors. 1 mana of a specific color is worth approximately 1.5 to 2 generic mana, but this gets muddy at low mana costs, especially when you have more than one color. Generally, this is done to add effects to existing cards in exchange for difficult mana requirements.

For example, each of Pic related costs 3 mana to cast, but the power of the cards scale upward as they become more difficult to cast.



In other words, rewarding players for spending money on packs


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Kind of. Wizard's R&D has a "Higher complexity requires higher rarity" policy, and complicated mana costs are part of that. Since complex cards tend to be better than simple cards, rare cards are usually more powerful.

This is all just a rough guideline, though. The ultimate benchmark is to compare it to similar cards that got approved previously and decide if these new cards are of roughly equivalent power. That's why cards with new mechanics tend to either be useless or broken, since R&D is notoriously bad at playtesting.



Remember when Maro said when Mythics came out that they'd be roughly equal to rares


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They are. Some are complete unplayable bullshit, and some are designed only to sell packs. Just like rares!


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I wish bullshit like Hydroid Krasis wasn't $30, because they're so timid about printing complex/strong cards in standard to keep new players feeling good. If you're playing a deck that isn't all-in aggro, and you're in just one of his colors, you need to run 4 and splash it. It's that good.

It's bullshit, it's like they took a whole bunch of existing cards, added +1 cmc if they were creatures, +2 cmc if they were spells, and then printed the only strong, decent cards at Mythic


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It's not like Krasis is $30 good. He'll probably drop to ~$5-$10 when he rotates, but precision discard spells are the best answer to him at the moment.


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More comfy cards


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Even in classic magic I can't see a card named Graveyard being printed.

Lone Knight doesn't look like it stacks up too well compared to Wandering Knight. Wandering Knight might as well say "If your opponent isn't a rich faggot spaming alpha duallands, Wandering Knight is unblockable" while Lone Knight is significantly harder but hardly impossible to block. Perhaps give Wandering Knight an ability that lets it block various can't be blocked abilities (flying, __walk, what we now know as fear, ect.)? That's pretty useful in an original border environment. Would also be open to some classic style wording.



Dual lands, even Alpha ones, won't help against landwalk.



Oh right, I had it backwards. Landwalk was their weakness (however minor it was). Point still stands though: Wandering Knight is much better than its counterpart.



Oh I agree, which is why I made it cost three. Originally lone knight would cost BB, but I figured this would be more aesthetically pleasing.


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At what point do you think "benefit your opponent" balances with "hurt yourself" for dual lands?



>first method

Might be overpowered, considering how fast Constructed usually is, paying life is a much harsher penalty than giving your opponent life. It's basically not a drawback at all when you put it in a control deck.

>second method

Would never ever be played in constructed, but I could see it being cool as a common land. It's effectively a normal tapland that you can turn into a fast land if you're REALLY desperate.

>third method

Basically the same as second.


What the hell? Was this a typo? Did you mean to say "counter an activated ability you don't control, then put a -1/-1 counter on ~"? Or are you just meming because this effectively reads "(U/R/G)(U/G): Put a +1/+1 counter on ~"?


laughed at the flavor. Not a bad design either.


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Thanks, I don't normally put flavor text on the cards, since I like to make the mechanics flavorful, but that joke inspired the card instead of some rules idea, so I included it to make the card make sense.

You're correct about the Overenthusiastic Scientist, but you still have to have another Activated Ability to target to get the chain started. That's pretty easy to do with planeswalkers and whatnot, but I should have made it [and], not [, then], since you can just dump red/blue mana and kill your creature to copy something a shitload of times with the way its written now.


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I had an idea a long time ago about a Ravnica set focusing on cross-guild alliances. The idea is that each guild's keyword would have some crossover appeal to any other guild that shared a color with that guild. I stopped playing MTG before I made any significant progress on it, but here's a few cards I made for the idea, starting with Gruul


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Getting into Rakdos now.


File: e5e12039535fb3c⋯.jpg (48.85 KB, 375x523, 375:523, Conducted Bolt.jpg)

File: 2e28e53f6752340⋯.jpg (52.03 KB, 375x523, 375:523, Knife Juggler.jpg)

File: 3b5a07b06733042⋯.jpg (49.2 KB, 375x523, 375:523, Rakdos Igniter.jpg)

File: 0ba8f3faed5b631⋯.jpg (45.73 KB, 375x523, 375:523, name The Showstopper.jpg)

File: 0f1e70ded78a5cf⋯.jpg (44.49 KB, 375x523, 375:523, Cage Match Commentator.jpg)


And here's the Rakdos/Gruul crossover card.


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File: 0b0aeee2dcd825b⋯.jpg (32.84 KB, 375x523, 375:523, Fireminds Scribe.jpg)

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File: 05ba5f78ccba604⋯.jpg (48.91 KB, 375x523, 375:523, Divert Power.jpg)


Now for some Izzet stuff. I like Red, can you tell?


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File: ea06f1e01c555c5⋯.jpg (52.69 KB, 375x523, 375:523, Overcharge Overseer.jpg)

File: f69a633bfde2eb2⋯.jpg (47.48 KB, 375x523, 375:523, Stage Magician.jpg)

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File: 722a2a090885c94⋯.jpg (54.79 KB, 375x523, 375:523, Rakzet Researcher.jpg)


And here's the crossovers for the other two guild combinations. Also this last one isn't that interesting mechanically but I think the flavor is on-point.






I really like Brawl, but I think it should be worded as "whenever this creature becomes blocked or fights another creature", since the word Fight is just shorthand for a block of text.

Spotlight seems WAY better than Heroic, since it's much easier to have recurring Activated Abilities rather than multiple spells.

I don't think Magisplice should be a keyword, since it doesn't do anything consistent.

Also, specific hybrid mana is strictly associated with particular Guilds, so having {b/g} in your Rakdos/Gruul card technically makes it a Golgari card.



Lifegain seems most balanced



>when you run a group hug deck that would kill for these dual lands



>Destroys a monster



Misread as "Magisphere." Still cool effect. I rate it a [needs an "Instants and Sorceries you control have 'copy this spell for each other spell cast before it this turn']/10.


>Spotlight seems WAY better than Heroic

It's once-per-turn, so you can't utilize it as well late game as Heroic decks were able to get when Theros was the latest in Standard.


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>Destroys a monster

That is some straight up retardation on my part. I guess it's what I get for watching videos about Yugioh while shitposting.


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I like this!

Have some more comfy cards.


I renamed it Cemetery?


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I went and double checked, but there was no card just named "Cemetery". Nice find.


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>That Graveyard card was a custom-made one and not just one an anon posted for reference.

Damn, either I'm stupid or that's really good. Probably both.



>Lava Elemental with Damage on the Stack rules

>Pump it to 5/3

>Damage on the stack

>Pump it back to 3/5


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It's a perfectly black equivalent to Wild Growth.


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File: e9962f73d57ea84⋯.jpg (37.78 KB, 375x523, 375:523, Tramatic Scarring.jpg)

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File: e9e2fd5050151b8⋯.jpg (49.66 KB, 375x523, 375:523, Battle for the Moorlands.jpg)

I'm not going to spam this thread with more Warriors cards, since honestly I'll probably set up a google doc and just ask for collaboration later on there. For now, though, there's two cards I want to ask about - a creature buff, a draft removal enchantment, and a consistency spell.

Honestly, I'm not certain of how to execute the idea behind the first card attached. I'm basically trying to make a card that removes any debuff from a creature, but I don't know about how to word it to cover all state-based actions while still keeping it elegant, so that I could add in some room to give it a little bit of punch for being a rare. (Also, sidenote, I fucking hate how there's no good pictures of Cloudtail on the internet that aren't either right beside another character or DeviantArt crap).

Second card is pretty top-down - I want an enchantment that either kills or cripples. While 3 CMC for -3/-3 enchantment at sorcery is perfectly in-line with NWO, I think I kinda steer towards Eternal/EDH for power scaling, so I'm not sure that cuts in.

Third one I'm a bit mixed on. On one hand, at worse it's comparable to Stroke of Genius. On the other, recovery seems a bit strong on it. Too powerful, not powerful enough, just right? I don't know. I think two cards from graveyard is good at 4 CMC, but I might be wrong. Also, yes, there's a cycle.

Last card included is my answer to red only having a few good board wipes. 3RR seems to be the combination for "Fuck you, this card is funny," so why not?


Yeah, but it's not an unfitting color swap, since black used to be about adding a shitload of mana (B/G still has that effect, and there are a few cards out there that are one color and tap for another). It's a secondary theme that I'm not really seeing a lot of in this thread.



>there's two cards I want to ask about

<lists 3

I'm rarted.


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How about making Cloudtail's Support cost 5, and say "Remove all -1/-1 counters from creatures you control. You may destroy any number of auras attached to those creatures."?


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The point of making it X was so that it fit in with the rest of the cycle - I wanted to make a set of allied-colored X instants each depicted by a character from the series this is based on who couldn't make the cut for a legend slot for the set due to space.

I didn't want to do some global set effect for it since that would mean giving the blue ones some kind of arbitrary restriction (The W/U one is 'remove X attacking creatures and draw X') when just making the effect X based did what I wanted and provided that.

Typing that out, though, I think this might be a compromise between the two.


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To prove how creatively bankrupt WOTC is, I took their generic Planeswalker design formula and applied it to three completely random cards to make my own walker.



Planeswalkers were a mistake from the start.


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A batch of season inspired avatars. Each one different from the last. I'm looking for a particular art of Autumn, but that one will work. If anyone has some nice art for Winter though, I'd love to have it.


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How about a U/B queen that represents crop-destroying out of season coldsnaps to round out a set of 5? Although, Wizards wasn't as obsessed with perfect cycles as they are nowadays, so it's probably fine.




So flavourful!


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Try using Alfons Mucha's artwork of the four seasons.



Melvin can make any enemy lands into manlands, allowing you to bolt/doomblade them. Intentional?


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Well the art certainly looks nice.

Fun fact. Originally I was just going to use classical art, so there was no issue of artists complaining if I released the whole set. Then I realized I don't know shit about classical art.


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and since I felt these were too beautiful to be put on a regular frame.



>the color matching the border

hot DAMN anon



No shit


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Don't worry about it. Mucha's graphical work is pretty great; check out some of his other prints for card inspiration. It's all from the late 1800s-early 1900s so the images are public domain.

He did entire series on "the arts", zodiac signs, flowers, etc. Might make for a cool block.

holy fuck 8ch let me post


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R8. I'd be pretty comfortable with making changes to it



>can be your commander



yes, and?



That line is always kind of cancerous.

At least make the other side legendary.



Also for shits and giggles, make the 6th symbol colorless, and the 7th symbol snow.


Anyone have any ideas about what new nephilim would look like? I'm hoping wizards is competent enough to put some in the next set.



Cancer or not, that line is valid, even if having a five-color deck for an artifact that costs 1 generic and 3 colorless is beyond retarded.


Okay, what the honest fuck am I looking?


File: 872f4fde51a3637⋯.png (255.23 KB, 375x523, 375:523, 1550054389482509.png)


What was the lore behind Ravnica's nephilim, anyway?


File: d31af0e044884fe⋯.jpg (52.08 KB, 375x523, 375:523, StarClans Will.jpg)

File: 23373d8e87622cf⋯.jpg (38.53 KB, 375x523, 375:523, Weather the Journey.jpg)

File: 0081271a78882a9⋯.jpg (44.35 KB, 375x523, 375:523, WindClan Forerunner.jpg)

File: cd0ea8d0ba294fd⋯.jpg (42.68 KB, 375x523, 375:523, Sunbathing Forest Cat.jpg)

File: a39272534c173f7⋯.jpg (52.97 KB, 375x523, 375:523, Jake Wandering Kittypet.jpg)

Made a doc for the Warriors set so far if anyone wants to leave comments or ask about helping. Some of the rarities for the generic card dump are broken, but MSE is reinstalling so there's not much I can do atm.

Skip to page 4 if you just want to see the cards.



Add hybrid Phyrexian mana as well.


Don't hate me too.



Effectively eldritch, lovecraftian elder gods/abominations that were trapped in Ravnica's core, and worshipped as "Old Gods".

>When it awoke, the worms of the earth hissed in a chorus of beckoning.

>When it awoke, it shook the plane with the thunder of its craving.

>When it awoke, it spawned nameless thousands to herald its arrival.

>When it awoke, the mirrors of the world reflected only darkness.

>When it awoke, it shattered the hillsides to make way for its passage.

>“Before the first stone was laid or the first elf-child born, the power of the nephilim was gathering. Let that power be spread by my hands.”

Point is, you're not supposed to know too much, apart from tidbits like devouring dragons made them stronger. But still able to lose to the likes of Niv or Rakdos. And then they decided to make Eldrazi multiplanar threats.


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So it was a failed concept that became outmoded by different lore? Interesting.



Should have been legendaries.


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The problem with their design is that they wanted to go four color in a set where everyone wanted to play two colors.

They were too difficult to cast for constructed play in their standard, and they didn't deliver a big enough reward to build a deck around them. Truthfully I don't blame Wizards for not making a dedicated four-color set afterwards because this problem would pretty much make an isolated set with no interaction for the rest of its standard.

So come time for Commander 2016 product later, and WotC goes in the exact opposite direction by making the creatures as ridiculously powerful as they can to the point where all of them (with the exception of Saskia, because WotC apparently wants you to feel stupid for playing anything except blue) place on EDHRec's list of Top Commanders for All Time.


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To be honest, all of the cards made specifically for Commander piss me off. Every time I see abilities that activate from the command zone, mechanics that reference "your commander, and people with Planeswalkers as their legendary creature, I feel ill. Wizard's took a really cool, special thing and sullied it the way they do everything else. They're starting to do the same thing with pauper now. I fully expect them to reprint old uncommons as commons just to "balance the format".




Hate that wizards would never make these cause muh draft


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Wizards pisses me the fuck off with their treatment of pauper and taking what was essentially a budget format and throwing a monkey wrench into it by downgrading fucking rares into the Masters sets. Sure, let's just take bulk rares from yesteryear and toss them in so they can finally be played!

And the Commander shit you're pretty much spot on, but there's one thing that you aren't touching that's the worse of all of it - the Commander product outright polarizes the metagame even down to a casual level. I'm going to be generous with this estimate, but if you go to a LGS on EDH night, half of of the players are going to be playing one of a handful of specially-made commanders there, and it sucks because there's little creativity involved in the deckbuilding from that. If you face down a Nekusar deck, you know what that Nekusar deck is going to do, because that card was designed for a deck to do one thing. Players don't look for an archetype and think "what Commander do I like to play, an what styles does that open up for me to build around," they're now looking at a handful of product Wizards is pushing and thinking "how can I take this established theme and add cards to the base deck?" Good on Wizards for once making a sealed product that isn't complete horseshit, but FFS, it gets boring to face down the same few decks over and over again.

EDHRec's Top Commanders of All Time lists 21 cards. Of that 21, only 7 are from actual expansions rather than sealed Commander product.


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>Of that 21, only 7 are from actual expansions rather than sealed Commander product.

Jesus fucking Christ. I felt bad initially, but now I'm glad that I made fun of anyone who just tweaked a pre-built deck and called it a day. Our group is mostly free of that cancer.




They were the old gods of Ravnica, aspects of nature.

It's not entirely played very well, but the cult that formed around them 'The Cult of Yore' was pretty awesome.


Here's the real problem with the EDH commanders, and EDH as a whole.

Its leaking into the real game, and has for some time. For years I've said 'EDH is to MTG what CS was to HL'. It's a different game using the same engine, and the same pieces.

The problem is it killed casual mtg. Anyone that plays pick up games (who isn't really old) plays EDH.

Then there is the issue of design itself, you know those Ravnica Legends? Most of them were designed with Brawl in mind, which is why they are so narrow in design.


Commanders ruin the game.



>Most of them were designed with Brawl in mind

People play Brawl? Fuck.



Brawl was a scam by wizards to lure people into standard


I was dissatisfied with how shitty all the BFZ processor cards were. I thought ingest was a pretty interesting and cool mechanic and built with the spirit of it in mind (using exiled cards as a sort of currency). I also like the idea of a transform card that switched from being extremely passive to extremely active. It was done once before, but it was a card that was kind of boring and really sucked.

Also I didn't want to make the reverse side legendary because there's already 3 iconic legendary eldrazi and it feels weird to add another just because.


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>Design has gotten so bad that they have to scam people into playing a format instead of just designing for it from the get-go


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Some stuff I made on card smith awhile ago


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>Can cast it with all white

You little shit.


EDH didn't "leak" into anything. Casual players just got tired of getting curbstomped one-on-one against people who've sunk more time and money into the game with shitty decks from a low-power standard. If you're a new player, which are you going to want to play, a low-power format where you need to buy four of every staple card and still get your ass handed to you at the kitchen table by some guy whipping out crap like Affinity, or are you going to pick up a format where you only really need one creature with a huge impact meant to be played with a big group of people, so you can sit around and have a few beers while you do it?

We're seeing such a boon in EDH because Wizards is just now realizing that people like playing games in groups, because there's a chance to socialize there, and in terms of power an entire table can usually keep a high-power player in check. For casual players, this fixes most of the problems that they would have joining the game, and for players who have played for years, it's an eternal format that actually lets them use whatever cards they want, unless Standard or Modern, without the price barrier of Vintage and Legacy. It's great. Everyone wins - the problem is that WotC is now trying to cash in on this, but they're forsaking the format whenever they do. I've already brought up the polarization of the EDH meta earlier, but I like how you brought up Brawl, since that failed so hard explicitly because it relied on slapping in the face one of the reasons why EDH took over the casual scene.



>unless Standard or Modern

Meant to say "unlike Standard or Modern," but whatever.


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>players got tired of getting curb stomped in 1-on-1.

Yeah you enter a tournament (and don't say FNM, those are literally some of the most casual sanctioned events you can go to0, you should expect to get stomped a few times. That's the nature of the beast.

>players at kitchen table playing crap like affinity

Affinity is a shit-tier deck in casual (especially multiplayer casual) because of the variance. It's literally a deck that gets stopped in its tracks by numerous answers that are common in dick around decks, but you rarely see in larger events anymore.

>EDH hasn't leaked into anything.

>pics related


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For the last part, people have been playing games of Magic in groups as long as there has been Magic.


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>Affinity has high variance and sucks in multiplayer

Only if there's 6+ people and you're trying to use a Modern format Affinity deck that doesn't use Skullclamp or artifact lands.



I wish Jodah was useful in standard. He dies to bolt which is shitty, and for the amount of mana you cast spells for, you'd need a bomby spell that costs 7, 8, 9 mana, but you'd just be better off playing ramp


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>Yeah you enter a tournament (and don't say FNM, those are literally some of the most casual sanctioned events you can go to0, you should expect to get stomped a few times

That's not at all what I meant you strawmanning nigger.

I mentioned kitchen table explicitly because this shit happens there too because the pool which new players have access to sucks. In any setting, you're going to find players who are just getting into the game excited to play some cards that look cool, then find out that all of what they spent their time on is complete crap. These are the types of players I've literally beaten with a pauper bear tribal deck. These players don't go to FNM because they know they're going to lose, but at the same time they can see a table full of commander players and have politics to fall back onto. It's a different beast that gives them a shot right out of the get-go.

And before you start bitching about some shit like how newfags need to get good, let me explicitly state my point: for new players, there's practically no reason to even care about 1-on-1 gameplay anymore unless they explicitly are drawn to the competitive scene because EDH fixes a lot of the problems they'll experience, so they'll find themselves drawn to the format even if it doesn't "leak" into the main game.

>Affinity is a shit-tier deck in casual (especially multiplayer casual) because of the variance

I want you to reread what you put in parenthesis carefully.

>but you rarely see [affinity] in larger events anymore.

<This strategy isn't employed at higher level play, therefore it can't be used to curbstomp newfags.

That's retarded logic even if we pretend for a moment that Wizards doesn't try to ban shit or that people don't play Affinity anymore is because even more broken shit came out. Superfriends doesn't appear at higher level play, neither does Turbofog, yet I've seen players be complete assholes and show off both archetypes against newfags simply to show off. You're basically taking constructed archetypes and pitting them up against limited sealed decks for the power imbalance.

>>pics related

>Jodah is EDH bait, but not pic related

>Rakdos, the Timmy, and Aurelia, Exemplar of Standard are EDH bait

Also, this might just be me, but I've never seen a Tazri deck that actually used the last ability there, and Etrata just flat out sucks.


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Generic Knight Commander is interesting, but first strike and the extra power puts him out of CMC 1. Compare to Hound of Konda, which is already a great general just by abusing commander damage.


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There was this saying when I got into Magic, "everyone loses their first game of Magic". You know what? I got into it as a kid, in a rural piece of America, in the latter half of the 90's. You know what happened? I lost. A lot. I lost 12 player games with people redirecting Ancestral Recall and forking Wheel of Fortune. I lost to combo decks like Lands Edge, Prosperous Bloom, and once, a channel/fireball combo, because the guy who did it, simple put didn't like me.

I remember when I was about 12 one teenage girl saying 'I don't believe I ever seen anon win a game'. She wasn't entirely wrong. In big multiplayer games that were common at the time, there was one winner, and the majority of us didn't win.

Then someone went out, and bought a full powered Tolarian Academy deck. What happened? We adapted.

The first tournament I can honestly say I entered was when Onslaught was out, with the first sanctioned tournament not happening for several more years (I finally got my DCI after many years of refusing in 06).


>muh artifact lands

Pic fucking related. This meme needs to die.


Anon, he was designed with EDH in mind.

Also to the other guy, Fist of the Suns fits with the 5color theme of Fifth Dawn, and was designed with that in mind. It actually existed before EDH did. (Though variants the were pre-cursors existed before Fist of the Suns).



Basically what I'm saying is, being new to something fucking sucks. Being new to something that is older than you are is going to be hell.

It doesn't matter if it's EDH (try going to any shop and not run into Zur or the Mournsong), 60 card casual (you'll eventually get combo'd out or stomped by something Eldrazi HUGE), Modern (I've navigated the same Tron deck for 7 years now, I know it's variance like the back of my hand), 93/94, or even pauper. Magic is not fucking Pokemon. The best cards aren't handed to you in wal-mart precons and told what to play.

Magic isn't Weiss-Schwartz, it doesn't have pre-set deck lists. Magic isn't FoW, because somehow it still has a player base. Magic isn't Yu-Gi-Oh, but it's becoming what Yu-Gi-Oh use to be.

EDH isn't Magic. It's a game that uses the same pieces and engine, but in different ways. Hell a lot of cards in both formats aren't even compatible to the other.


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Since I fagged up this thread a bit, have some comfy cards.

Do you feel this is a good mechanic for a gladitorial champion, or should I give him a fight effect?



>The best cards aren't handed to you in Wal-Mart precons and told what to play.

All Pokémon precons are almost invariably shit though. The only exception tend to be the ones sold only in Korea/Japan, and even then those tend not to be good. The only exception is the champion decks, which are just the Pokémon equivalent of gold-bordered cards. A better example would be Yugioh since it is considered a rule of thumb that you can buy 3 of a structure deck and build a very powerful deck from them.



I figured all those EX pokemon were good.


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>even then those tend not to be good

*tend not to be the best available


They usually don't give you EXs in decks, those are usually just to sweeten buying packs.

I haven't played in a while but the times they do include them, the deck is at least decent, but it's not any more frequent than the release of an actually good non-commander magic precon.

These are the only two I remember that were anywhere close to being a high-tier standard deck.


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>What happened? We adapted.

Let me redirect you to the part of my post that you obviously didn't read because you want to have an imaginary conversation with somebody else.

<And before you start bitching about some shit like how newfags need to get good, let me explicitly state my point: for new players, there's practically no reason to even care about 1-on-1 gameplay anymore unless they explicitly are drawn to the competitive scene because EDH fixes a lot of the problems they'll experience, so they'll find themselves drawn to the format even if it doesn't "leak" into the main game.

>The first tournament I can honestly say I entered was when Onslaught was out, with the first sanctioned tournament

<You're wrong because cards that were accessible whenever I was playing included the Urza block and Power 9

That's real neat, faggot, but that doesn't help someone getting into the game today whose only options are to go out and buy a pack of guaranteed shit or blind dump $75 into 4 copies of a spell that they don't fully understand because they're catching up with 20+ years of history. Games and accessibility change. That's how time works.

>Pic fucking related. This meme needs to die.

<Posts only 1 card allowed in modern, a spellshaper, a 3 CMC card as an answer to modern affinity, a card that just gains life, and a 1/1 that isn't going to be useful against any other deck ever

Wow, you really showed that guy...

>Also to the other guy, Fist of the Suns fits with the 5color theme of Fifth Dawn, and was designed with that in mind. It actually existed before EDH did.

And Dominaria had a subtheme of legendary creatures being a huge focus and flavor-wise was sprinkled with homages to past cards. You can't sit here and say that one effect wasn't designed for EDH, then turn around and arbitrarily say that the exact same effect suddenly is designed for it. Even if you want to go onto the route of saying that they're there to put it on a legendary creature, that's moreso Wizards' recent design philosophy on putting noncreature effects on legs like Reclamation Sage. If you wanted a good example of a card explicitly designed for EDH, you should have posted the first Nehab since they explicitly said that it was designed for Minotaur tribal, but even that card was so bogged down by Amonkhet's power level that it became useless, so it defeats the point.


>Magic is not fucking Pokemon. The best cards aren't handed to you in wal-mart precons and told what to play.

<This nigger thinks that you can buy a precon Pokemon deck and actually get further than last place as a league

The only time when you could reasonably do this in the States was in Plasma Freeze with the Leafeon/Espeon deck, and that was only because the Leafeon was a lightweight Mewtwo-EX, so even then you wouldn't place.


They aren't really. EX cards have a huge drawback in doubling the prizes offered to any player who beats them, so even though a lot of decks rely on them because of their high power, haphazardly throwing them in will cost you a game. The recent GX cards build off of this by requiring them to go off of evolution as well, so you still need the cards to build off of them.



Also there's just a lot of variance to how good an EX is, basically think of them as just the equivalent of mythics. There are tons of mythics that will essentially never see play in most formats.



>basically think of them as just the equivalent of mythics. There are tons of mythics that will essentially never see play in most formats.

It's more like comparing them to legendary creatures, specifically legendary creatures that reward your opponent with two cards if they can destroy them in combat.


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>talking about cards legal in modern

<I'm talking about casual play

You're right, I wish I could have dumped 75 dollars into a playset of some of the cards I wanted back in the day..

>has never heard of Mox Monkey.

Um, how new are you exactly? When did you start playing? Mox Monkey spent most of the 90's as a budget type 1/1.5 staple, and even saw play in Extended for a long period of time.

>not useful ever

It's clearly designed with EDH in mind though. Fuck, it doesn't even get the homage thing down because Jodah has nothing to do with Mirrodin or the Fist of the Suns.

>reclamation sage

>not creature effects on legs

>anything new

You have no idea what the fuck you are talking about, do you?

>all this info on Pokemon

Informative, and sad.



Now it's been a good long time since I played Pokemon, but don't you still get cards for knocking out Pokemon?


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Yes. 1 for regular Pokémon, 2 for EXs is the general rule. There's some ways to get 3 or even 4 for one KO but that tends to require quite some effort. Some of the most recent cards have some interesting interactions with prize cards.


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And I just remembered that these exist now...


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>>talking about cards legal in modern

><I'm talking about casual play

Nigger, you're the one sitting here saying that Affinity sucks in sanctioned play and talking about answers to them.

>>has never heard of Mox Monkey.

>Um, how new are you exactly?

I have been playing for the better part 8 years and have never touched legacy because of the price barrier, so I never learned the ins-and-outs of the staples or competitive metagame.

>>Fuck, it doesn't even get the homage thing down

Nobody ever said that WotC were smart about honoring their past (look at their descriptions of the SDCC 2018 promo Jace's art), or that creatures with lifted effects had to do with the original source (what, exactly, does Elite Arcanist have to do with Mirrodin?).

>>>not creature effects on legs

>>anything new

>You have no idea what the fuck you are talking about, do you?

Between your reddit spacing and not answering a damn point directly, I certainly don't have any idea what the fuck you're talking about.

Really, what the fuck are you even arguing about anymore? I made my point about the perspective of a new player in today's environment, and you're not even bothering to touch that in leu of being a contrarian aspie.

>>all this info on Pokemon

>Informative, and sad.

Bitch, you're on /tg/. Don't bring that holier-than-thou shit here.


That's never been changed unless you have a card effect saying otherwise. The only real change is that EX and GX cards let you take two, so for most decks nowadays it might as well be taking two prize cards when you KO an opp's active mon.


>GX cards not illustrated by 5ban




No I said affinity sucks in casual play. Affinity is a solid deck in sanctioned play.



>started playing

>post NWO.

Then you don't know what you are talking about.

Also what is the big deal about Jace art?

>non-creature effects on creatures.

>Reclamation Sage

>is literally just a 187 creature.

We've had those since Mirage

I made my point that EDH is not Magic: the Gathering.


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>"everyone loses their first game of Magic"

How can that be true? What if both players are playing their first game against each other?



Has that ever actually happened?


YouTube embed. Click thumbnail to play.


As much as I want to argue against that by saying that there's no reason for players to run answers for casual play, that's getting too much into hypothetical, and I never wanted to argue about affinity specifically anyways when I just wanted an example of something that could quickly kill a player who wasn't explicitly prepared for it.


>Then you don't know what you are talking about.

>Also what is the big deal about Jace art?

There's a level of irony here you're missing here. Regardless, here's the art description:

>Jace doesn’t know much about Urza, but he knows that Urza saved the world—by manipulating thousands and sacrificing millions. >To Jace, Urza is a cautionary tale, the monster you become when you think you’re smarter than everyone else. Jace doesn’t want to become like Urza, but he will if that’s the cost of serving the greater good.

>>is literally just a 187 creature.

>We've had those since Mirage

And? That's like saying that there wasn't a focus on Legendary creatures in the set because legendary creatures have been around since Legends. That's not how logic works, since it doesn't do anything to answer for the recent creature focus the game is taking. This main focus of R&D nowadays would never let a card like Steel Golem get printed again since it shuts down pretty much all decks they've built for for the last few expansions, yet somehow that card was able to be both printed and used because it was entirely possible to make creatureless decks that weren't complete shit.


People have tried. Vid related.


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I'm assuming that creature needs a creature or an enchantment that automatically gives at least 0/+1 for it to not die as it is summoned.



Yes. Your example counts itself as an artifact so it is always at least a 1/1 (not counting other effects of course like Elesh Norn or etc, obviously). Something like Glorious Anthem is what makes those cards work and the fact that they are so cheap on their own makes them very interesting. The blue one feels the strongest because you can cast it even without an anthem since you can play it to draw a card, and the green one second stongest because Indestructible is enormously powerful.



I know but that card comes with built-in mechanism to enter the battlefield without dying immediately as a result of state base condition.


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Which one does? They all have 0 toughness.


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I meant cards like Master of Etherium will come into the battlefield with at least 1/1 but this >>410499 card won't have that safe guard.

I'm just playing around with stupid ideas.


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Not being able to stay in play on their own was an intentional drawback. The idea was that these extremely powerful cheap creatures were balanced by the fact that you have to have at least one other card in play just to make them viable, and their power comes from a bundle of strong, color-centric keywords and effects. Except for >>410383 , which has 2 extra power instead of a fourth ability in order to lean into its Redness and provide synergy with doublestrike.


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They remind me of these in a way.



I own that video on VHS. It came with the Starter 99 bundle. The Bundle also came with the promo Rhox art.

Fun times.


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I kept hitting random on Scryfall and combining card pairs into hopefully playable and interesting designs


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File: 4bf47e7127104c4⋯.jpg (36.31 KB, 375x523, 375:523, Oh no Another Liliana.jpg)

File: 327237c4cf4f639⋯.jpg (45.85 KB, 375x523, 375:523, Shambling Fiend.jpg)


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File: a136755c5b93673⋯.jpg (31.9 KB, 375x523, 375:523, Youthful Vindicator.jpg)


And last batch, starting to run out of creative steam.

Not strictly looking for feedback on them (already deleted them from MSE) but thought you'd all might appreciate them



Youthful Vindicator reminds me of that crusader from Invasion.


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They inspired me, certainly. Creatures with strange power and toughness are rather scarce.


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Anon, you can't use dice rolls, those are only for Un- sets. Use coin flips instead. :^)


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I use dice for my coin flips already, because I have a box of very fair dice that I use for lots of things. I'd much rather see more dice roll chance cards than have to watch my opponent pull a random coin from their pocket and wonder if he's got a special coin that isn't an even 50/50 between heads and tails.


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Needs some flavortext on this one


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I'm afraid this guy already exists.




I'm aware, I'm well aware, they are both homage to candelabra


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Is it legendary for EDH reasons? I missed that he was legendary on my first pass.



Needs a "~ counts as a Druid" on it



He's a unique character from the story. That art was actual commissioned art that wasn't used in the final product of Ice Age.

It's suppose to reflect what might have looked fine in 95.


I'd half agree, but that becomes a slippery slope of sorts.


File: 570d49ba2065449⋯.jpeg (131.5 KB, 488x680, 61:85, empress.jpeg)

File: f009f43df38ee73⋯.jpg (184.72 KB, 672x936, 28:39, baron.jpg)


Eh, it'll get the druid creature type later.


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Where are you getting that art from? Is there an online gallery that has old Mtg art?


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We have the Immortal Sun, but I think we need more cards that fuck over planeswalkers.


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What should this cost?


File: 6ed770f806d1d01⋯.jpeg (30.12 KB, 223x310, 223:310, Image (18).jpeg)


The only other card that does similar things is Mikaeus, the Unhallowed, so I'd say 5-6 manawith the triple black seems fair.



It's all creatures, not creatures you control. It should cost less than he does.


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Being a creature is a form of drawback, so I would argue that it balances the symmetrical effect.



Having a body that can't be bolted or Doom Bladeed, let alone hit by a Tim, is significantly less of a drawback than bodies that can be.


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Fair enough. I guess a 5/5 for 6 with three strong positive abilities isn't really a "balanced" card to begin with, but I think giving the Undying keyword to creatures that weren't meant to have it can't be priced at less than 5 mana without a significant drawback and remain fair. Honestly, I would play the card even if it cost 8 mana, since it's the kind of thing that will win you the game on the spot.



>it's the kind of thing that will win you the game on the spot.

How if it's for all players?


File: 70243830b360a86⋯.png (271.25 KB, 375x523, 375:523, 1550712655385034.png)


Symmetrical effects are rarely equal in their ability to benefit both players. If you have a powerful effect like that in your deck, you put it there because you are able to take advantage of it. Your opponent has their own plan, so their deck is not set up to take advantage of it. For example, any creature with Persist, the ability to consume +1/+1 counters, or that enters with -1/-1 counters will allow you to infinitely abuse sacrifice engines. Even if you make a "fair" deck full of creatures that have ETB or death triggers, this enchantment will put you so far ahead that your opponent can't possibly recover without removing the enchantment.


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File: 71e93b1981021d4⋯.jpg (34.18 KB, 337x469, 337:469, card2.jpg)

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Wedge colored Elder Dragons. I know some of the names are place holders.


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Finally, is this card to powerful? I feel it's very much big risk, big reward. Also, can someone recommend better art, this is the best one I could find.


File: 339aba40451b1ee⋯.jpg (148.78 KB, 900x676, 225:169, man-in-the-mirror-suzanne-….jpg)


How about this?



Abzan, not Azban


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>Pedo logo artwork


File: c3909a4d7a57ffa⋯.jpg (34.18 KB, 337x469, 337:469, card.jpg)


Looks nice tbh


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It's a screen's hot of Azkaban from the Harry Potter movies, the name is a play on Abzan having similar lettering.


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I like it. I think it's priced decently, since costing less opens up too many combo options, but I would need to sit down and think about the set's curve to know for sure. Cards that rely on a particular set of other cards are really tricky. Doom Chime and City In A Bottle would both be top tier removal if Homelands or Arabian Nights had better bombs or good mana artifacts.



>tap three untapped black spirits: exile target creature

Wouldn't it make more sense to "sacrifice three spirits"? Otherwise, once you have three spirits, you're exiling one creature every turn, and if you have more black spirits in your deck you can easily be exiling two or more creatures every turn. Seems insanely powerful.

That being said, the concept is pretty dam neat.


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Good point. It should probably be: "Tap four untapped black spirits you control: Exile target creature and two black spirits you control until Abzkabzan Prison leaves the battlefield"

Then again, this type of effect also ought to be Esper colored, not Abzan colored, but Esper doesn't work for the joke.



How does it work with keywords that would have + or - in the reminder text (Undying, Persist, Bushido ect.) but don't have the reminder text? Otherwise I like it.


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I gave them multiple abilities because they were Pokémon.


File: 96130c608ead0c4⋯.jpg (41.69 KB, 375x523, 375:523, Weedle.jpg)

File: 57799192e5c60c9⋯.jpg (42.46 KB, 375x523, 375:523, Kakuna.jpg)

File: 847dc3be2e49b21⋯.jpg (33.23 KB, 375x523, 375:523, Beedrill.jpg)

File: 6e70e5abb7f58cb⋯.jpg (38.34 KB, 375x523, 375:523, Butterfree.jpg)

File: 9b74cf384421722⋯.jpg (46.21 KB, 375x523, 375:523, Instant Metamorphosis.jpg)


You're thinking too rigidly. Here are some pokemon that fit in as magic cards no problem


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The flavor on Beedrill's group is really weird.


I had some ideas for two black/white cards, but I was wondering if I could get some input on balance issues like mana cost and how to word the effects. Doe these sound broken?

The first one would be an enchantment that allows you to tap one creature you own to be able to tap multiple creatures your opponent owns that add up to the power of your tapped creature.

The second one would be an enchantment that allows you to sacrifice one monster you own to deal damage equal to its toughness spread out to your opponents creatures.


File: ae15992985e570d⋯.png (207.13 KB, 375x523, 375:523, 1550989495991644.png)


Those sound fine, but you'll need a small mana cost on the first one and a moderate cost on the second one. The more you need to pay to activate it, the lower the casting cost, and vice-versa.


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For the love of god stop using that shitty site.


File: 1dd2530d161c96d⋯.png (279.64 KB, 375x523, 375:523, 1551317881319690.png)


I'm a phone posting retard, so I can't use the one in the OP.



Shouldn't this be an enchantment?


File: 3116dc93a5792f6⋯.png (287.14 KB, 375x523, 375:523, Lowest Form Observant.png)

Since the guys over at MSEF are busy roleplaying, could I have some feedback on a R/U creature ability I'm making for a set?


If you have absolutely no access to a computer, just type it out. For the amount of space a phone allows you on chans, it should be comparable to the margins allowed by MSE.

When you post from one of those card smith websites, it looks like shit 99% of the time because they don't have any proper margins or sizing for the text.



>I'm a phone posting retard

Well you needn't say anymore, anon.


File: 59d56c9dc9fc482⋯.png (294.75 KB, 375x523, 375:523, 1551682916981039.png)


>It looks like shit

I'm not going to take that from a guy who's too lazy to even put a picture on his card.


File: 49727d92ac2e5ec⋯.gif (571.76 KB, 400x275, 16:11, 49727d92ac2e5eca0bf0c20cf3….gif)


>I'm not going to take that from a guy who's too lazy to even put a picture on his card.

A placeholder doesn't need a picture, you autist. It's not meant to be a card, it's meant to just have text in the rulebox. It's better than using what looks like a video game render credited to "unknown" anyway.



I like it. Feels UR.

What does each color usually do with cheap tap abilities? White tends to tap shit, Red does a damage, Green adds mana, what do Blue and Black tend to do?


File: 42bcd1ea4aee2f7⋯.png (279 KB, 375x523, 375:523, 1551324415309278.png)


Blue tends to go for draw effects and black tends to destroy things, but there's a pretty big variety. If you search "{t}:" on Gatherer and filter for "Creature" and color, you'll see all the creatures with tap abilities.


File: 449b09becf0a3f3⋯.jpeg (123.74 KB, 223x311, 223:311, Image (25).jpeg)

Since War of the Spark is confirmed to have 36 different planeswalker cards, do you think we'll see more cards like Heart of Kiren that utilize planeswalker loyalty as a resource?


File: 2200814c556d695⋯.jpg (51.34 KB, 375x523, 375:523, Vessel of Violence.jpg)

File: cc555a13ff52308⋯.jpg (32.06 KB, 375x523, 375:523, Vessel of Virtue.jpg)

File: 4fe361c355a07d2⋯.jpg (33.53 KB, 375x523, 375:523, Vessel of Vision.jpg)

File: 7fe497ecf74e9b7⋯.jpg (48.49 KB, 375x523, 375:523, Vessel of Vitality.jpg)

File: 8980b5014534358⋯.jpg (42.04 KB, 375x523, 375:523, Vessel of Void.jpg)

Thoughts on this cycle? The idea was a cycle of creatures who could get +X/+X based on a specific thing


File: c369daf92f565dd⋯.png (255.5 KB, 375x523, 375:523, Serra Fuku Angel.png)

Mostly for the pun, but alternate level up method struck me as an interesting idea.


File: 07720c3a73e31c2⋯.png (285.38 KB, 375x523, 375:523, 1521327406203317.png)

While searching to see if anyone did the set I was making, I ran into this hilariously shitty custom "set."


To change things up a bit, and since learning what not to do is valuable too, has anyone else found any hilariously bad custom cards/sets? I need a good laugh.


File: 0ba74a829fb05cf⋯.png (3.35 MB, 1500x1568, 375:392, 1399163683120.png)


On 4chan. Kept calling the guy 'cooldown anon' for his shitty ideas.


File: 68fc39fbb89cfcd⋯.png (5.97 MB, 1875x2092, 1875:2092, 1371819591592.png)


And some incredibly good cards in contrast.


File: df60cccc4dd8da5⋯.png (80.68 KB, 242x398, 121:199, df60cccc4dd8da5f24f33e0c31….png)


>1 mana counter and card draw


What would you even use this for? You can't play it in response to anything because sorceries can only be used as first on the stack.


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File: 56597b03ad323f0⋯.png (842.31 KB, 488x680, 61:85, ClipboardImage.png)


Every single one of these are fantastic


Gee I wonder


File: 96216e8e55bd20e⋯.jpg (37.89 KB, 337x469, 337:469, card.jpg)


Some of these cards are outright broken. The others are nice and cozy. Gavony Healer and the dual color Kobold are particularly nice.


File: 8ea80f0db567bca⋯.png (285.74 KB, 375x523, 375:523, Harsh Tool.png)

File: adec921bc7a6261⋯.png (269.09 KB, 375x523, 375:523, Bus Capture Scholar.png)

File: 0d4d3a360b0c8ea⋯.png (209.9 KB, 375x523, 375:523, Super Human.png)

File: 521d079c3bd43c4⋯.png (261.63 KB, 375x523, 375:523, Front Village.png)

Guys rate my shitcards.



>Tribal Land

Weird but ok

>Human Plains

This implies that Plains is a creature type, which it is not. The templating on this is shady as fuck.


File: f1933c6210457c0⋯.png (314.23 KB, 375x523, 375:523, Ass For a Lion.png)




You are aware Dryad Arbor was a thing right?




Can anyone comment?


New thread.


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