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Ableist Kinkshamer posted:People would just use Leyline of Anticipation/Vedalken Orrery I don't see that as an issue.
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# ? May 17, 2013 18:59 |
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# ? Apr 26, 2024 05:19 |
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Toshimo posted:You don't think "Draw a card" can be balanced with "Play only during an opponent's turn? Given that it prevents you from chaining together Infernal Tutors, free mana rocks, Ponder/Preordain/Probe, etc.? Stop poking the poop man, trying to figure out what elaborate set of conditions lets you make storm that doesn't break the game just to make storm that doesn't break the game is a waste of everyone's time. WhitemageofDOOM fucked around with this message at 22:17 on May 17, 2013 |
# ? May 17, 2013 22:15 |
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Entropic posted:We're never seeing another Storm card outside of silver-bordered land while Maro still draws breath. Flusterstorm exists, though. And is really good.
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# ? May 17, 2013 23:27 |
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"Splice onto arcane Storm" Now that's a card.
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# ? May 18, 2013 15:30 |
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"Destroy all creatures. Storm" That would be the most hilarious wrath.
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# ? May 19, 2013 02:08 |
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It has a bit of interaction with regeneration/undying/persist since you'd have to keep paying the regeneration cost and the undying/persist creatures would actually die.
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# ? May 19, 2013 03:06 |
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Too wordy now, but I like this planeswalker design I came up because since it limits itself to the turn of the game and can be supported if you want to ramp. Mepfis, Growth 2GG Planeswalker - Mepfis Place loyalty counters that would go on Mepfis on lands you control instead up to one counter for each land. +2: 2 lands you control with a loyalty counter gain the ability: "T: Add one mana of any color to your mana pool" -X: Up to X lands you control with a loyalty counter gain the ability: "When this land is tapped for mana, add one additional mana of any color to your mana pool" -7: Put an emblem into play that says, "Creatures you control gain +X/+X where X is the amount of all loyalty counters on lands in play." Starting Loyalty - 3 Think the Ultimate, Starting, and loyalty pumper is interesting because if Mepfis nails and keeps every pump, he'll kill himself making the emblem useless until another Mephis comes into play or make the player want to not ultimate yet. edit: Forgot to add, there needs to be a clause saying that you cannot put more than one counter per land you control. Any extra counters made are just lost. Doubling Season would still make this crazy though, but that card makes everything crazy.
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# ? May 19, 2013 17:52 |
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EVIR Gibson posted:Mepfis, Growth 2GG I'm confused, how does he ever get to 7?
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# ? May 19, 2013 18:37 |
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So he comes in, puts 3 loyalty counters on your lands, and then dies?
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# ? May 19, 2013 18:43 |
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If you want his loyalty to be dependent on the number of lands you have, just give him text like "~ can't have more loyalty counters than the number of lands you control". What you have there is a confusing mess of memory issues and rules text that doesn't actually do what you want it to.
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# ? May 19, 2013 20:32 |
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Entropic posted:If you want his loyalty to be dependent on the number of lands you have, just give him text like "~ can't have more loyalty counters than the number of lands you control". Incidentally, this means that if he has 6 loyalty counters and you have 7 lands, you can't activate his +2, since placing loyalty counters on a planeswalker is a cost. Which might not be what you want.
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# ? May 19, 2013 20:57 |
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I think the best way to represent that design is to make it not a planeswalker. Make it an enchantment or an artifact.
Dr. Stab fucked around with this message at 21:18 on May 19, 2013 |
# ? May 19, 2013 21:14 |
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Dr. Stab posted:I think the best way to represent that design is to make it not a planeswalker. Make it an enchantment or an artifact. I want a dude that goes around the planes just spreading his roots. The +2 problem can be fixed. This is a rough concept and it's really messy, but there is some sentence out there that can make it work.
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# ? May 19, 2013 21:26 |
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Maybe ditch the passive ability and use something like "+2: Move up to 2 loyalty counters from Mepfis to basic lands with no loyalty counters." Don't know how to word it so that they get the mana fixing without making the ability a million words long though. Would that be permanent or just for the turn you use this ability?
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# ? May 19, 2013 22:05 |
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EVIR Gibson posted:I want a dude that goes around the planes just spreading his roots. Maybe "whenever you place a loyalty counter on Mepfis, put a __ counter on a land you control." You could also put a "you may" at the start of the original sentence, but putting loyalty counters on non-planeswalkers is weird. It seems like it would work fine without putting counters on things in the first place, honestly.
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# ? May 19, 2013 22:05 |
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EVIR Gibson posted:I want a dude that goes around the planes just spreading his roots. The problem isn't with his +2, the problem is with the replacement effect. to magic-ify what you put: "If a loyalty counter would be put on ~, put a loyalty counter on a land you control without a loyalty counter on it instead" This means that he comes in without any loyalty counters on him, and dies instantly. To get it to work the way you want, you have to say "~ doesn't die from having 0 loyalty" and "if a loyalty counter would be removed from ~, you may instead remove a loyalty counter from a land you control" and also "you may remove loyalty counters from lands you control instead in order to pay costs for loyalty abilities of ~" There's just no way to describe what you want it to do succinctly.
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# ? May 19, 2013 23:28 |
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Also what's the flavor of it? He's putting loyalty counters on lands and his ultimate is +X/+X to creatures? It would make more sense for lands to become creatures or something.
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# ? May 20, 2013 00:28 |
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That design is trying to force an idea that doesn't add any fun gameplay for the sake of some nebulous flavour. It's a bad design that should go back to the drawing board.
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# ? May 20, 2013 04:26 |
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Entropic posted:That design is trying to force an idea that doesn't add any fun gameplay for the sake of some nebulous flavour. It's a bad design that should go back to the drawing board. To sum up you are saying I am bad and I should feel bad. Thanks!
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# ? May 20, 2013 15:42 |
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EVIR Gibson posted:To sum up you are saying I am bad and I should feel bad. Thanks! Actually he directly said the design is bad. You should learn to separate criticism of ideas from criticism of yourself if you want to improve on it.
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# ? May 20, 2013 16:23 |
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Had a pretty weird idea, not sure if it is good or not, but I kinda like the idea of cycling red instants and sorceries. Destructive loop Enchantment 2RR If you would draw a card from your library, instead draw a random instant or sorcery from your graveyard If an instant or sorcery would go to the graveyard, exile it instead. If you would draw a card and there are no instants or sorceries in your graveyard, you do not draw a card. ~ may not be the target of abilities or effects that you control. Basically my thinking is, you cast a bunch of burn spells and exhaust your hand, then play this and draw them again from your graveyard. If you don't kill them with the cards available to you already, you are effectively locked out from drawing any more cards and probably just die. Dunno if it really fits red or not, and flashback kinda makes this whole idea redundant.
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# ? May 20, 2013 18:00 |
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Vomik posted:Actually he directly said the design is bad. You should learn to separate criticism of ideas from criticism of yourself if you want to improve on it. Truthfully, if he suggested how it could possibly work or suggest it would take too much text instead of just using phrases like "doesn't add any fun" or "nebulous flavour", I would have taken it better.
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# ? May 20, 2013 18:59 |
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He more or less said that he didn't have a way to fix it. He identified what he thought was wrong with it, and while he was blunt, that doesn't mean that you should take it personally. Personally, I like the mechanical feel of putting counters on permanents, and then removing counters from those permanents in order to give bonuses to permanents with counters on them. Reminds me of Saproling Burst. Like, maybe an artifact with Lands you control with growth counters on them have "{t}: add one mana of any color to your mana pool." {t}: put a growth counters on up to two target lands you control. {3}, {t} remove 3 growth counter from a lands you control: Whenever a land you control with a growth counter on it is tapped for mana this turn, add one mana of any color to your mana pool Cactrot posted:Had a pretty weird idea, not sure if it is good or not, but I kinda like the idea of cycling red instants and sorceries. The effect is pretty marginal. There's nothing really guaranteeing that a random instant or sorcery in your graveyard is better than a random card off the top of your deck. Also, you don't need the 3rd ability, it's implied from the first.
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# ? May 20, 2013 20:54 |
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Cactrot posted:Had a pretty weird idea, not sure if it is good or not, but I kinda like the idea of cycling red instants and sorceries. If you could pick the instant/sorcery that was coming back, this would instantly go from "Meh" to "Game Ender" in all formats that support a Mono-R burn strategy. It feels like this card is trying to be "Snapcaster Mage in Enchantment form" anyway, so why not just give it Snapcaster's ability? Destructive loop Enchantment 2RR If you would draw a card from your library, instead target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it. If there are no Instant or Sorcery cards in your graveyard, you do not draw a card.) ~ may not be the target of spells or abilities you control. It would combo well with Browbeat - either your opponent takes 5 damage or you get to send even more burn their way.
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# ? May 20, 2013 21:14 |
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The more I look at designs spit out by the random card generator, the more I am convinced it had a central role in the creation of the Legends expansion.
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# ? May 20, 2013 21:42 |
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Zonekeeper posted:If you could pick the instant/sorcery that was coming back, this would instantly go from "Meh" to "Game Ender" in all formats that support a Mono-R burn strategy. It feels like this card is trying to be "Snapcaster Mage in Enchantment form" anyway, so why not just give it Snapcaster's ability? It is very snapcastery, but the main intent was to create an effect where the player can say "okay, I've played this, that and the other, if I can do X damage in Y turns with these I've won, otherwise I lose" there are huge downsides, because any counterspells, lifegain or discard can lose the game for you. But I really like the idea of winning a game by committing to an all-or-nothing strategy. It wasn't meant to be a game ender, which is why the cards are drawn randomly. Ans as it is right now, it can still be gotten rid of by things that wipe enchantments, I couldn't figure out a good way to keep it on the battlefield without making it excessively wordy with "When ~ is exiled or put into a graveyard, return it to the battlefield" even though that does exactly what I want.
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# ? May 20, 2013 21:53 |
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There's nothing about the design of that card that requires it to be impossible to remove. It doesn't generate advantage, and there isn't really a way to abuse it.
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# ? May 20, 2013 22:05 |
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Dr. Stab posted:There's nothing about the design of that card that requires it to be impossible to remove. It doesn't generate advantage, and there isn't really a way to abuse it. Thinking about it, you're right. Red doesn't have much draw, so any abuse is going to be limited. All it really does is endure you topdeck a spell every turn after you play it. At least Tibalt isn't COMPLETELY useless with this on the field. Since you're going to be limited to your cards in hand after playing it, perhaps an activated ability like 1R, discard a card: Draw a card. could be put on it. Your hand won't get any bigger after this drops (and likely wasn't big prior to playing it anyway), so you'll get a short-term boost out of it at least.
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# ? May 20, 2013 22:48 |
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Cactrot posted:It is very snapcastery, but the main intent was to create an effect where the player can say "okay, I've played this, that and the other, if I can do X damage in Y turns with these I've won, otherwise I lose" there are huge downsides, because any counterspells, lifegain or discard can lose the game for you. But I really like the idea of winning a game by committing to an all-or-nothing strategy. It wasn't meant to be a game ender, which is why the cards are drawn randomly. Yeah but when was the last time sorting your graveyard into separate piles and constantly shuffling it so you can pick one randomly actually fun in a game? Like, it works better on paper (or in MTGO/MWS/Cockatrice) than it would with actual cards. Of course, if you can pick the instant/sorcery suddenly you're looking at a potentially awful, game-breaking card depending on the environment. Of course, I do definitely like the flavor I'm just not sure how to tweak the card to make that come through better and actually make it a bit better balanced.
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# ? May 21, 2013 00:24 |
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Randomly generated gem:quote:Creature - Human Shaman (1/1, green) I see no downsides to this
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# ? May 24, 2013 06:31 |
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Play it. Donate it. Of course, they will probably kill you before your donate resolves.
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# ? May 24, 2013 06:39 |
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I enjoyed this one. quote:Creature - Goblin Wizard (2/3, red) Just in case you didn't get it the first time.
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# ? May 24, 2013 06:54 |
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Carados posted:I enjoyed this one. Third strike: fight for the future.
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# ? May 24, 2013 13:42 |
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Snacksmaniac posted:Third strike: fight for the future. Triple strike: this creature deals triple strike damage, double strike damage, and regular damage. or Triple strike: if this creature deals damage to an opponent, then, at the start of the next game with that opponent, he or she takes damage equal to the damage dealt. quote:Creature - Insect (1/2, green)
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# ? May 24, 2013 15:47 |
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Nonbasic hosers The Hills Have Teeth 1R Enchantment Whenever a nonbasic land enters the battlefield, that land's controller loses X life, where X is the number of nonbasic lands in play. Expanding Horizons G Enchantment Whenever an opponent plays a nonbasic land, put a discovery counter no Expanding Horizons. Remove a counter from Expanding Horizons: you may put a land into play tapped. Field Duty W Enchantment Nonbasic lands gain "this land does not untap. During the untap phase, you may pay 1. If you do, untap this land." Spoiled Bounties 1BB Enchantment Creatures gain -X/-X, where X is the number on nonbasic lands that creature's controller owns. Stranger Tides 1U Enchantment At the beginning of your upkeep, draw a card if your opponent controls a nonbasic land.
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# ? May 24, 2013 15:53 |
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Tardigrade posted:Creature - Insect (1/2, green) Bizarrely enough, that's one of the strongest creatures ever printed.
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# ? May 24, 2013 15:54 |
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factorialite posted:Bizarrely enough, that's one of the strongest creatures ever printed. Except for the 7CMC
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# ? May 24, 2013 16:10 |
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Griselbrand costs 7. That didn't stop him. Also, this guy is in the color of cheating guys into play.
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# ? May 24, 2013 16:11 |
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Entropic posted:Except for the 7CMC Nah, you cheat it in and basically win on the spot. It's like Griselbrand except better
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# ? May 24, 2013 16:12 |
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# ? Apr 26, 2024 05:19 |
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Dr. Stab posted:Griselbrand costs 7. That didn't stop him. Also, this guy is in the color of cheating guys into play. But yeah, instant Necropotence at 3/5 the price would be worth cheating into play. The random generator unsurprisingly seems to spit out mostly "useless" or "broken", often on the same card, with little in between. quote:Instant (green) quote:Land Entropic fucked around with this message at 16:55 on May 24, 2013 |
# ? May 24, 2013 16:51 |