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Kuiperdolin posted:Too strong?
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# ? Aug 15, 2017 11:45 |
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# ? Apr 23, 2024 17:41 |
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TheChirurgeon posted:Throwin my hat in. Had this idea when I saw the art A 3-mana repeatable Control Magic that can't be interacted with by non-Eldrazi? Seeeeeeems good.
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# ? Aug 15, 2017 12:56 |
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ZeroCount posted:A 3-mana repeatable Control Magic that can't be interacted with by non-Eldrazi? Seeeeeeems good. Enh; that's a big drawback to get around for the initial cast and the 3C cost felt fair.
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# ? Aug 15, 2017 20:52 |
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TheChirurgeon posted:Enh; that's a big drawback to get around for the initial cast and the 3C cost felt fair.
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# ? Aug 15, 2017 21:00 |
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Attempt at nonbroken Panglacial Wurm effect. Vaguely resembles the Force of Will pitch cycle. Expanded when you can cast it so it can be used with scry and other weird things.
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# ? Aug 15, 2017 23:34 |
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Lone Goat posted:I think you want to force them to exile the card from hand so they're not accidentally Madness/renanimator enablers. True true. Yes, the art style for the green one is off. I could only look at so many drat nature sprites before I settled.
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# ? Aug 16, 2017 00:34 |
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# ? Aug 16, 2017 07:27 |
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# ? Aug 16, 2017 08:07 |
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Not Alex posted:True true. Instant speed Artifact destruction in Green is usually around CMC 2. Why is it 3 here?
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# ? Aug 16, 2017 10:43 |
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Xelkelvos posted:Instant speed Artifact destruction in Green is usually around CMC 2. Why is it 3 here? All of those cards cost one mana more than the effect usually costs. It's still more than fair because these cards don't need to be maindecked.
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# ? Aug 16, 2017 18:22 |
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Lottery of Babylon posted:All of those cards cost one mana more than the effect usually costs. It's still more than fair because these cards don't need to be maindecked. This. Also doesn't Tattered Heir need hidden agenda to function?
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# ? Aug 16, 2017 21:50 |
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Not Alex posted:This. Hidden Agenda is just for hidden information stuff. "Secretly name a card as you start the game with this." The Conspiracy type lets Tattered Heir start the game in the command zone. Cernunnos fucked around with this message at 04:17 on Aug 17, 2017 |
# ? Aug 17, 2017 04:15 |
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# ? Aug 17, 2017 23:37 |
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You might want to give him a p/t
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# ? Aug 17, 2017 23:39 |
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You have One hour left.
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# ? Aug 18, 2017 00:00 |
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One more silver-border just under the buzzer!
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# ? Aug 18, 2017 00:17 |
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Entries are closed. Judging in progress. Great turnout!
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# ? Aug 18, 2017 01:03 |
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Honourable mentions: The Human Cruton's Cost of Greed. A zone so obscure they haven't made cards for it in well over twenty years, good catch. Pmush Perfect's Rediscovered Knowledge. That's a beautiful cantrip with fun synergy potential. ZeroCount's Fickle Intruder. Cute and versatile, pester your opponent or just make it even more annoying a blocker than a Licid. 3rd: Whee. Prismatic Omen loves this. With a little setting up, it's a beautiful toolbox, although being mandatory complicates matters. Good use of the trigger, fun with Genesis wave. Lottery of Babylon scoops the bronze. 2nd: I love the synergies with this! Hoses blink and flicker effects beautifully, adds a twist of the knife to oblivion ring and its descendants, and has an on-tribe thing with Faceless Butcher. Turns Eternal Scourge, Misthollow Griffin and Torrent Elemental into token engines. Nebalebadingdong earns the silver. 1st: Always available, but you still need to get the mana for it, tricky in almost any draft. Really fun protection ability, which almost always gives it protection from You but only after it's swung for 8. Brilliant use of the zone and card type. Congratulations, Lottery of Babylon! Spreadsheet updated.
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# ? Aug 18, 2017 01:43 |
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Someday LoB is gonna sweep 3rd, 2nd, and 1st in one of these things.
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# ? Aug 18, 2017 01:47 |
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I think most of us deliberately avoid giving him more than one slot.
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# ? Aug 18, 2017 01:50 |
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PMush Perfect posted:I think most of us deliberately avoid giving him more than one slot. He's gotten more than one slot on several occasions, and he's not the only one. (I've been bracketed a fair few times by one person.) To be honest, I ranked the entries before double checking whose they were.
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# ? Aug 18, 2017 01:58 |
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I've been playing the Yu-Gi-Oh game on Steam a lot lately, so I wrote up a bunch of other entries but they were all basically trying to use the sideboard as an Extra Deck for XYZ Dragon Cannon-style fusions and it was peak Yu-Gi-Oh trainwreck design and let's just say there's a reason I didn't post any of them. At best, they were just a way of making DFC-style designs in a product without DFC's. I guess Meld cards basically did that fusion mechanic but in a non-stupid way. I'm glad they were able to take a bad mechanic and find a good way of implementing it. In fact... Rehabilitate a Mechanic Some mechanics develop a reputation as problematic. Are they too powerful? Too weak? Too frustrating to play against? Too fiddly? Too complex? Too weird? Too underdeveloped? Too pointless? Depends not only on the mechanic but also on who you ask. But one way or another, there are some mechanics that go down in history as mistakes. But that doesn't mean they can't be salvaged. Maybe the mechanic can be rewritten to be more balanced. Maybe the mechanic can be made more elegant and given a clearer purpose. Maybe the mechanic is actually fine, provided that the cards using it are designed in a particular way. One way or another, a lot of mechanics that are looked down on today had interesting and worthwhile ideas behind them, and there's a lot of good design space to be found in those ideas if the kinks in the original mechanic can be ironed out. Pick a mechanic that doesn't have a good reputation, and design three cards showing me how you would fix that mechanic in a new set. You don't have to use the original keyword (if there even was one), but it has to be clear that you're drawing on the same general concept, and if you can use the original keyword then that's great too. To give you ideas, a list of keywords can be found here. Obviously not every mechanic is bad enough to need fixing, not every bad mechanic can be fixed, and not every mechanic has a keyword associated with it, but that might at least spark some ideas. Entries close Saturday, August 26th at 9pm EST.
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# ? Aug 18, 2017 05:40 |
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Obligatory Banding girl dick energy fucked around with this message at 06:49 on Aug 18, 2017 |
# ? Aug 18, 2017 06:23 |
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I don't think I'll be the only person in this thread to touch megamorph. Here the player has different options on different turns. For having been morphed, this creature is now actually different than a regularly cast creature in a more meaningful way than just getting a +1/+1 counter. Effects that happen upon a card turning face up are nice, but now the player has the option to turn a card face up to use its face up stats while waiting for the right time to use the ability. The Human Crouton fucked around with this message at 14:18 on Aug 20, 2017 |
# ? Aug 18, 2017 08:24 |
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What's in a name? Imagine a reality where the Ambush mechanic was known by a world-specific name, from an unpopular world. A name which would have precluded its return, and eventual evergreen status. A reality where the Mardu raiders of Tarkir had to look elsewhere for their nomadic horde surprise attacks. A place where Planeswalkers didn't fear Ornithopters or bird tokens. A world where cats didn't pounce on their prey. Sometimes, all that holds a mechanic back is what you call it.
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# ? Aug 18, 2017 13:09 |
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I want to see a version of Clash that you can build around properly without being in blue. One where they do something with it. One that's useful in limited. One with some real pros and cons. One with some kick.
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# ? Aug 19, 2017 20:58 |
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Landwalk, revisited. Old landwalk was cool but swingy; it punished decks for playing a specific color, with little recourse. This one punishes deck archetypes across the colors, or asks you to do some work, and gives the enemy an out beside "don't play color X."
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# ? Aug 22, 2017 01:52 |
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http://magic.wizards.com/en/articles/archive/making-magic/storm-scale-khans-tarkir-block-2016-02-29 Here's a Maro article talking about individual mechanics, might help people get ideas! (including me)
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# ? Aug 23, 2017 00:44 |
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I don't really have an excuse for this.
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# ? Aug 23, 2017 01:39 |
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manaburn's back baby!
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# ? Aug 23, 2017 03:18 |
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That's loving beautiful, man. Beautiful. I can't top that, but I might as well show some of my stuff. My main problem with radiance was that it was all unequivocal upside, all the time, except that sometimes your opponent gets to eat some of your loving lunch for no good reason. I tried addressing this by making it slightly more build-around and flexible. You can give your team a boost at a critical moment, or gently caress over your opponent's strategy by altering his board math. A strict reading of Offering's official rules text means it can apply to more than just creature subtypes. It can also apply to any super types or non-creature subtypes, as well as color identity.
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# ? Aug 24, 2017 09:29 |
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completing the rarity cycle I guess e: powered it up a bit Nebalebadingdong fucked around with this message at 02:23 on Aug 26, 2017 |
# ? Aug 25, 2017 20:08 |
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Same.
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# ? Aug 25, 2017 23:36 |
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Honorable Mentions PMush Perfect's Banding: The mechanic you've presented here is perfectly serviceable, and while incredibly parasitic it would work fine as a block mechanic like Slivers, Allies, and Infect. I do think it loses something from the original, though -- creatures with banding could form bands with anyone, but these can only form bands with other creatures with banding. Banding was also an evergreen mechanic, and I can't see something this parasitic being evergreen, so it can't fully take Banding's place. Veyrall's Offering: I like the idea of extending Offering to other qualities and other card types, and the kill spell takes advantage of the instant speed nature of Offering to showcase what Offering can do that Emerge wouldn't do better. Unfortunately, I'm a stickler for the rules, and the official definition of Offering specifies that it applies to subtypes, not to arbitrary types. Of course, you could always amend the rules to make it work here, much like how other people invented or rewrote keywords, but your claim that it already works bothers me because I'm weird that way. The Human Crouton's Megamorph: This does some nice things that Megamorph doesn't, but almost all of them could be done by Morph alone. Megamorph has essentially been changed from a keyword to an ability word here, doing something different on each card, which opens a lot of design space but leaves it feeling inelegant. Kuiperdolin's Landwalk variants: Landwalk is dumb and these are all really nice cards, but there isn't a clear mechanic to draw from them, just a loose theme of unblockability that cares about lands somehow. PMush Perfect's Clash: Every time the players clash, both their hand sizes go down by one. That seems like a huge design flaw to me. Original Clash was kinda nice to have around because it gave everyone free scrying to fix their draws, so in formats with Clash you had good hands; in formats with this Clash, both player's hands will instead be emptied over trivial effects. You're also now effectively giving colors other than black discard effects, and at instant speed with low mana cost. What hurts is that I feel you missed a trick here, because with one simple tweak this mechanic would become amazing: let both players draw a card afterward. Now Clash isn't draining the players' hands, it's handing out free cycling/looting to sculpt your hand, fulfilling the original Clash's function but in a way that makes it possible to build around. If you'd included that simple change, I would have named this the contest winner. Third Place Nebalebadingdong's Manaburn: I really love the inventiveness of turning mana burn from a core game mechanic into a set keyword. Unfortunately, there's still the underlying problem with mana burn: in 99% of games it never happens anyhow. The higher rarity cards can try to make it happen, but without them around to force it, the commons may as well not have their Manaburn abilities at all, and when the commons can't stand alone, that's a sign that something is amiss. Making it functional just seems too clunky to me. I'm still putting it in my top three because even if it's a little clunky, you still made it work, and making mana burn of all things work is clever and impressive. Second Place AJ_Impy's Ambush: It's been remarked many times before that the only problem with Ninjutsu is its name, but your implementation here is really nice. The first strike + combat trick on-hit is a clever design, and I love pouncekat. I wouldn't have picked Ninjutsu for an evergreen mechanic even with a different name, but you make me believe it. First Place Veyrall's Radiance: Now this is cool. Original Radiance was basically "'creatures you control,' but clunky", so if you tried to wash the clunkyness away there wouldn't be a mechanic left. Going the opposite direction and embracing the misfire aspect makes this a very cool design. The cleverness of turning the worst part of Radiance into its main feature makes this my favorite entry of the week. Congratulations Veyrall!
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# ? Aug 27, 2017 04:47 |
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Lottery of Babylon posted:If you'd included that simple change, I would have named this the contest winner.
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# ? Aug 27, 2017 04:52 |
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Lottery of Babylon posted:Congratulations Veyrall! I also have to come up with a contest.
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# ? Aug 27, 2017 06:05 |
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Sheet updated. Some interesting tidbits: Veyrall joins the ranks of the repeat winners, one of five on two wins. Pmush has more honorable mentions at 18 than every player so honored once or twice combined. My unrivaled collection of silver medals is only two short of Lottery of Babylon's ridiculous pile of gold.
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# ? Aug 27, 2017 12:21 |
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# ? Aug 27, 2017 12:46 |
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Alright, so I've been talking about Yu-Gi-Oh with some friends who quit the game, and it's got a lot of mechanics that sound like they could have been amazing but turned out to be underwhelming, like the different types of summoning, or creatures who attack the board or the deck instead of the other player. So, for this contest, I want to find weird ways to jazz up the basic parts of the game that we've been taking for granted. Maybe a card that adds another main phase between blockers being declared and damage being calculated. Maybe a card that says you can exile it on your left, another that you can exile on the right, and lets you summon new creatures that can only be summoned when you have both sides filled. You know, weird poo poo. Deadline at September 10 Veyrall fucked around with this message at 06:57 on Aug 28, 2017 |
# ? Aug 27, 2017 19:34 |
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# ? Apr 23, 2024 17:41 |
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"But I was just getting started!"
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# ? Aug 27, 2017 19:45 |