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JimsonTheBetrayer posted:
Probably just the first spell. Whenever a player casts his or her first spell each turn, counter that spell unless that player pays {x} where ....
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# ¿ Oct 5, 2016 23:09 |
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# ¿ Apr 26, 2024 21:28 |
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A simple cross of Ancient Ziggurat and Cavern of Souls. With no ◇ ability it's narrow enough that it might even be printable!
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# ¿ Oct 6, 2016 00:12 |
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This plus a fetchland is 1 mana ahead of schedule for no card investment. Not ancient tomb but probably too good for modern play. Also it should be lands you control going to the graveyard as these sorts of things are nonsymmetric nowadays.
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# ¿ Oct 6, 2016 01:54 |
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e: buffing a little cuz why not. e2: Following AJ's suggestion to add Human Fuzzy Mammal fucked around with this message at 02:34 on Nov 3, 2016 |
# ¿ Nov 2, 2016 07:47 |
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Man I really love this stipulation. Finding abilities or mechanics that click with a tribe is a great challenge. Gnomes have always been about sacrificing themselves so some recursion seems a nice fit. And Soritami are also pretty well themed. Though Scry and Prowess weren't evergreen back in Kamigawa block. Noggles are just wacky UR dudes I dunno. There are quite a few creature types that only appear on tokens, so I thought something that worked with them, but indirectly through their parent type would be cool. And *that* got me thinking about more token-only types and I tried a top down design.
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# ¿ Nov 3, 2016 03:07 |
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An alternative to blood moon, but also good against red. You at least get one use out of your lands... I liked the idea of 1/1 equipment makers. Kind of like +1/+1 counters but more flexible. You could make them lots of ways. This one seemed pretty clean and flavourful. And, a top down design. Could probably be made way better but it doesn't need to be.
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# ¿ Nov 10, 2016 08:38 |
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Poison Mushroom posted:You have seriously undervalued indestructible, especially permanent indestructible. Until end of turn would still be really good. Until end of the game is way too strong, and also is a magic no-no because it doesn't leave any visual reminders on the card. noted on timg.
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# ¿ Nov 10, 2016 20:02 |
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Ok a couple more based around a damage token, similar to clues or gold. Probably wreaks havoc with the colour pie, unless you really do things like tie it to the power of a creature in green, for example. Your basic common burn spell: And a Pongify variant:
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# ¿ Nov 11, 2016 04:25 |
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Might as well start with the easy ones.
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# ¿ Jan 12, 2017 05:43 |
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I am dying to smugly show off my clever aftermath names so someone please make the next challenge that tia.
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# ¿ May 4, 2017 19:21 |
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If not we can just use normal split cards for now.
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# ¿ May 9, 2017 01:29 |
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Technically tear contains fuse text but w/e This one's my favourite
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# ¿ May 9, 2017 04:18 |
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# ¿ May 12, 2017 03:35 |
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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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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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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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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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I guess delve kinda proved this impossible, but I always wondered whether a legendary mox that had {t}, exile a card from your graveyard:" was truly out of the question. In standard it doesn't seem any worse than mox opal.
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# ¿ May 19, 2017 19:01 |
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lol and I actually thought to myself, "People get annoyed at all the ellipses use these days, I'll skip it." while posting that.
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# ¿ May 19, 2017 19:50 |
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Hey folks the entries seem to be coming a bit slow so I'll cut it short and make the submission cutoff EOD Wednesday instead of Saturday and I'll try and finish the judging on Thursday.
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# ¿ May 22, 2017 22:52 |
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Okey doke. Thanks for your submissions everyone. Honourable mentions: My second favourite attaching type card. Though the bestow - aura subtype interaction probably makes it too rulesy for an actual set. Another excellent 2 cmc for colourless, with a little upside limited rock. Obviously busted in eternal formats, but that's ok. It reminds me of the delve cards that were ok in limited and standard. It might be impossible to make a balanced mox by definition. This is cute and hits the flavour, but I think allowing mana costs to be paid after the spell is on the stack means it doesn't work as intended. This certainly embodies a mana rock commander. Bravo. 3rd place: Could slot right in to Ravnica. Very nice. 2nd Place: Perfectly clean, simple, and balanced. Winner: Voxic Quarry by Lone Goat. I like this card best among the equipment/attaching theme of entries. Making something useful out of fortify is nice, and turning excess lands in to cards makes this an excellent and powerful topdeck. A physical mine fits the flavour well too. It could probably be simplified a bit given the unlikelihood of lands changing controllers.
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# ¿ May 26, 2017 21:34 |
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# ¿ Jun 7, 2017 02:23 |
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# ¿ Jun 8, 2017 06:05 |
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Hmm I'm not sure. Can't overrides can. Which is why most serpent text is like "can't attack unless" and things that animate walls say "as if it didn't have defender" to address just the one particular reason for being unable to attack.
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# ¿ Jun 9, 2017 00:49 |
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# ¿ Apr 26, 2024 21:28 |
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Catalogs for everyone
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# ¿ Jul 11, 2017 01:57 |