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Where are you butts getting the true Aftermath templates from? Or are you just making it in photoshop?
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# ? May 9, 2017 07:33 |
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# ? May 7, 2024 21:31 |
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Edit Stepped up the back half to 1W since Valor Made Real is only W, and Aftermath is supposed to be more expensive. girl dick energy fucked around with this message at 01:39 on May 10, 2017 |
# ? May 9, 2017 07:38 |
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Veyrall posted:Where are you butts getting the true Aftermath templates from? Or are you just making it in photoshop? http://magicseteditor.sourceforge.net/node/13814
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# ? May 9, 2017 07:58 |
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I prefer the regular split template as easier to read in a medium wherein you can't reorient the card. Anyway, let's get recursive.
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# ? May 9, 2017 16:57 |
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# ? May 9, 2017 18:04 |
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Blightning Jr. + combo fuel = ????
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# ? May 10, 2017 01:25 |
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# ? May 12, 2017 03:35 |
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This one's got style. (Each creature without flying*)
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# ? May 12, 2017 04:00 |
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Should have used the mat from Office Space.
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# ? May 12, 2017 05:36 |
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Turns out that Bear heads, legs, don't actually contribute any power or toughness. The mana part comes from the torso, though.
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# ? May 12, 2017 06:18 |
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I'm mostly proud of the name
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# ? May 12, 2017 07:20 |
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EDIT, EDIT - made some suggested changes and fixed up wording on Dictatorship//Democracy link to old version Lker fucked around with this message at 15:36 on May 12, 2017 |
# ? May 12, 2017 07:39 |
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Making the second half synergistic with the first is proving quite difficult.
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# ? May 13, 2017 07:22 |
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I really wanted to do something with another mechanic fishing around in Standard right now, Madness. If you're able to discard the card and pay the Madness cost then it's basically just a better Boom but Madness exiles the card and means you don't get the Aftermath. If you just cast it regularly as a shittier Stone Rain you get rewarded with an Aftermath option to help you rebuild the land you just trashed. ZeroCount fucked around with this message at 11:08 on May 13, 2017 |
# ? May 13, 2017 08:59 |
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ZeroCount posted:
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# ? May 13, 2017 10:08 |
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# ? May 13, 2017 10:30 |
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PMush Perfect posted:Seed should definitely cost 1G, otherwise it's basically Explore for G. You're right, fixed.
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# ? May 13, 2017 11:12 |
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I was trying to think of more X to Y aftermath namings that nobody had used yet but my brain kept getting stuck on 'Ashes to ashes' even though the two halves of an aftermath card can't have the same name. Or can they? What if it's just one half? It's been a while since we got a Shittier Lightning Bolt printing like Rift Bolt or Lava Spike.
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# ? May 13, 2017 11:39 |
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ZeroCount posted:
Gone is already a card, unfortunately
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# ? May 13, 2017 18:24 |
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ZeroCount posted:
Casting a spell via madness doesn't exile it on resolution.
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# ? May 13, 2017 19:11 |
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PJOmega posted:Casting a spell via madness doesn't exile it on resolution. Elyv posted:Gone is already a card, unfortunately Oh, uh, darn. I've had Madness all wrong for quite some time now then. EDIT: Not gonna change the card though, land destruction owns and accidentally buffing it through a misunderstanding of the rules is cool and good ZeroCount fucked around with this message at 23:36 on May 13, 2017 |
# ? May 13, 2017 23:30 |
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ZeroCount posted:Oh, uh, darn. I've had Madness all wrong for quite some time now then. No worries, don't feel bad for making mistakes on weird interactions on Wizard Poker: A Bafflingly Complex Game (For Kids!). As a refresher, madness now works as follows. 1.) Something causes you to discard a card that has madness. 2.) Madness puts the card into exile and triggers a player choice. 3.) A player can choose to can the spell from exile ignoring usual timing restrictions or passes on the trigger. 4.) If it wasn't cast or was an instant or sorcery that was cast it is then put into the graveyard. Even breaking it down in simple way is still silly complicated for the effect. Yay the Animate Dead effect.
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# ? May 14, 2017 09:23 |
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My computers art folder was totally nuked, so I had to settle for what I could get while I try to rebuild. Anyone got any good links to art databases?
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# ? May 15, 2017 15:14 |
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I had some time to kill so I tried ranking the current entries from roughly best to least best, excluding mine: wonder to behold hot to trot ready to rumble only way to be sure talk to the hand jump to conclusions rear end to rear end set them up to knock them down right to bear arms gone to seed scare to death time to kill made to measure drink to forget farm to table work to rule setup to fail axe to grind spin it to win it ashes to ashes fade to black cradle to grave path to exile soup to nuts dictatorship to democracy tear to shreads mouth to mouth It was pretty fun and the top half of the list switched around a lot, would recommend. Eeevil fucked around with this message at 15:12 on May 16, 2017 |
# ? May 16, 2017 15:08 |
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Here's three more
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# ? May 16, 2017 23:43 |
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Needed an excuse to reuse this image sooner or later.
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# ? May 17, 2017 00:57 |
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PMush Perfect posted:
Why is it silver bordered? It's the best card!
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# ? May 17, 2017 01:16 |
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PMush Perfect's One // Many: Why is this silver-bordered? This card is great and aside from the art could totally be printed black-bordered. At most it might need the second half's cost increased by 1. ZeroCount's Gone // Seed: Even without the Aftermath side, I doubt a 1-mana Stone Rain would ever see print, even if it required a discard outlet and a fetchland. TheChirurgeon's Scare // Death: I like what you're going for here -- casting them both together is Plague Wind, Plague Wind costs 9 mana, so it should be fair, right? The problem is that Scare is an Instant, so you can Scare in your opponent's end step, then Death on your own turn for a one-sided Wrath much earlier in the game. Considering that the two halves have plenty of utility independently, also making it a playable Plague Wind feels a bit overdoing it. I think this would be really nice if Scare were sorcery-speed, though -- two solid effects on one card that let you do something cool if the game goes super late. Veyrall's Set Them Up // Knock Them Down: I love how the second half completely recontextualizes the first half. Not sure the first half is something red can get for two mana, though. FuzzyMammal's Cradle // Grave: A lot of your early designs didn't seem very cohesive, but this one is really nice. The two halves aren't a combo, but the flavor of protecting one creature long-term throughout its life is cool. ZeroCount's Ashes: This is actually a pretty cool design. We've seen cards before that can't be cast except in an alternative manner (Evermind, Ancestral Visions), but as far as I know it hasn't been done with Flashback yet. I'd remove the last effect, though; there's plenty of ways to get a card into your graveyard, and that slow and weak ability just makes the card much uglier. TheChirurgeon's Ready // Rumble: I think Aftermath and Fuse cards are cooler if the two halves have some sort of synergy if cast together, but that's not absolutely necessary. What is necessary, though, is the opposite: the two halves really should function independently. Without the mass untap effect from Ready, Rumble just doesn't really make sense. Veyrall's Only Way // Be Sure: This doesn't excite me that much in terms of gameplay, but I like the way the effect represents the title. Third Place BaiSha's Talk // The Hand: Cycling plays interestingly with Aftermath. Sticking this particular conditional counterspell on the Aftermath side is cool too -- since it's visible in your graveyard, it's telegraphed in a way that lets the opponent play around it by casting something more expensive, but still lets you surprise them by increasing your hand size suddenly. Or you could just pay four mana to cycle and counter at once as a surprise. Lots of cool choices in this card. Second Place PMush Perfect's Wonder // Behold: What really makes Aftermath designs work for me is when the two effects are solid on their own but also work well together, and this is a perfect example. My only concern was that it seemed a little undercosted, but it looks like you edited it since posting to fix that. First Place FuzzyMammal's Jump // Conclusions: I love this card. Two halves that work independently but work particularly well together. What really sells this card for me is the image of this person leaping away from a massive explosion. Congratulations FuzzyMammal!
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# ? May 17, 2017 06:29 |
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Yeah, that one's going on my favorites list.
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# ? May 17, 2017 06:34 |
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All right! Thanks, Lottery. I'll come up with a topic for tomorrow morning.
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# ? May 17, 2017 07:11 |
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Lottery of Babylon posted:TheChirurgeon's Scare // Death: I like what you're going for here -- casting them both together is Plague Wind, Plague Wind costs 9 mana, so it should be fair, right? The problem is that Scare is an Instant, so you can Scare in your opponent's end step, then Death on your own turn for a one-sided Wrath much earlier in the game. Considering that the two halves have plenty of utility independently, also making it a playable Plague Wind feels a bit overdoing it. I think this would be really nice if Scare were sorcery-speed, though -- two solid effects on one card that let you do something cool if the game goes super late. Yeah, I thought about that and intentionally made it so you could split them off turns. Sorcery-speed "tap all creatures your opponents control" just isn't very good, and it doesn't seem really blue either (it's more a red thing to take away blockers). That does let you tap your opponent's dudes, then untap and kill them, but requiring UU and BB to do it in my opinion makes the comparatively lowered cost to the not-so-good plague wind a fine tradeoff. I briefly considered Scare being 3UU, though.
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# ? May 17, 2017 15:40 |
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The next contest will be to design: Mana Rocks Usually colourless artifacts themselves, mana rocks tap to ramp, splash, filter, or more exotically cantrip or animate themselves. They range in strength from power 9 and edh staple to limited late pick. They range in complexity from the basic to rather complex. To focus the scope a little bit, I'd like entries to be fit power-wise in to a modern day expansion or commander product, where commons and uncommons serve a limited purpose (common would somewhat conform to NWO principles, an uncommon would frequently be part of a splash enabling cycle or two colour theme), constructed playables and splashy edh targets are rare, and a mox level card is clearly mythic. Feel free to fix broken cards of the past, pair the mana ability to set mechanics or new mechanics, or make parts of cycles. I will evaluate cards based on, 1) Cohesiveness. Does the card feel printable? A splashy rare, powerful first pick uncommon like a signet, limited 22nd pick, et cetera. 2) Creativity. Does it do something new? Is it a fresh take on a series of similar cards we've seen before? 3) Execution. Templating and flavour/concepting, basically. 4) Taste. My taste I guess Today's Wednesday the 17th, so let's leave it open until EOD Saturday the 27th. Good luck!
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# ? May 17, 2017 19:41 |
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I still like my Primal idea, so I try to bring it back every so often, in one form or another. Pretend that there isn't a Standard format that drowns itself in artifacts and colorless mana right now.
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# ? May 17, 2017 20:51 |
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This is one of several cards I made with affinity for a creature class. (It says artificers, not artifacts!) My theory is that, despite its reputation, Affinity is actually fine as a mechanic in principle, you just need to have it be affinity for something that costs more than 0 mana and isn't mass produceable. This gives you a simple way make cards that have tribal synergy rewarding you for using a creature class, but aren't worthless without that class. The class is always thematically appropriate to what it gives you a discount on. So artificers can build your trinkets more efficiently, but assassins help you destroy creatures, and so on. And then there's this thing, which is a mana rock that turns its wielder into another mana rock.
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# ? May 17, 2017 21:01 |
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Will make this pretty later but getting the template down now: Suntouched Chalice -- X Artifact Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it) 1,tap: add X mana in any combination of colors to your mana pool where X is the number of charge counters on Suntouched Chalice. Its basically a scalable signet, ideal for 3-5 color edh stuff, without being overpowered due to things like sol ring etc. Plays well with my favorite EDH card, contagion engine as well by being able to proliferate up to more and more mana.
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# ? May 17, 2017 21:04 |
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L0cke17 posted:Will make this pretty later but getting the template down now:
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# ? May 17, 2017 21:34 |
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Costing mana rocks is difficult, hence the existence of the power 9. 0-cost moxen need really strong drawbacks and even then they usually see play (or get banned like the artifact lands). 1 mana, you get cylixes and eggs, put mana in, get mana out, with the filter either dying and drawing a card or staying in play. 2 mana, you get signets, myr and diamonds. Artifact creatures with summoning sickness, enters the battlefield tapped, or requires a mana investment. You do get a handful of straight up ramp here, cards like Mind Stone, Prismatic Lens, Felwar Stone or the Talisman cycle. Colourless, one or two colour sits here with some filters. 3 mana, you can get 3+ colours plus something extra. So, for a single colour mana rock, 2 mana you need a drawback (enters the battlefield tapped, pay mana to get mana or pain), 3 mana you need a boost (Ramosian artifacts, Totems, else be a strictly worse manalith.) A plain, no frills single colour rock with no benefits or drawbacks therefore sits at 2.5 mana. Or, to put it another way, If you have the colour this cycle is better than the Diamonds. If you don't, you pay extra for the fixing. Simple, elegant, powerful, poses an interesting challenge drafting. AJ_Impy fucked around with this message at 21:42 on May 17, 2017 |
# ? May 17, 2017 21:39 |
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AJ_Impy posted:A plain, no frills single colour rock with no benefits or drawbacks therefore sits at 2.5 mana. Or, to put it another way, I love this.
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# ? May 18, 2017 00:51 |
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Yeah that's cool. I wonder if it wouldn't make sense to have the hybrid be off colour even, as CD mana is more useful to players than CC.
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# ? May 18, 2017 01:42 |
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# ? May 7, 2024 21:31 |
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Ok, did a few attempts this time. I was surprised this hadn't been done on an artifact yet, but I like how it's OK in draft, likely unplayable in standard but could potentially see play in degenerate legacy decks. A second shot. This may be *slightly* undercosted at 3, but it felt overcosted at 4. And just for shits and giggles, I'm making a pass at a Mox wooooooo
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# ? May 18, 2017 01:46 |