The Wonderful, All-Encompassing Card Clinic

continued...
Thu, 2013-01-17 02:21
ThisisSakon
ThisisSakon's picture

Thank you cerberus A happy smile

Plus, It only appears on 2 or 3 creatures, so it's pretty safe. No 1 cost on it either

Thu, 2013-01-17 02:21
Jéské Couriano
Jéské Couriano's picture

CerberusX) The issue with your argument is that Polymorph is Red mana symbol. Keywords see use at Colorless mana symbol and Blue mana symbol as well as Red mana symbol and M Mana for MTG Extra, and even with the smaller window, this is not a Blue mana symbol effect, let alone a Colorless mana symbol one.

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Thu, 2013-01-17 02:25
ThisisSakon
ThisisSakon's picture

A lot of keywords that don't seem Colorless mana symbol can be that way, it just requires a higher cost. Look at soulshift- Higher costs for lower rarities

Affinity and storm are other examples

Thu, 2013-01-17 02:38
CerberusX
CerberusX's picture

Jeske Couriano: You're both right and a bit off lol. Not all keywords show up in Common. Annihilator comes to mind as only being Rare or Mythic Rare. Theres a few others too, but look at Cascade. It does show up in common yes, but those cards are horrible for their outright cost. Prehaps Sakon needs a CMC limiter, or a higher cost on the commons the way cascade does, but in and of itself the mechanic is sound enough. And maybe keep it to Uncommon. Yes you can find ways to break it, but then you're building your deck around it. And if the cost is higher to actually use the ability, well then its just a combo like any other several turns in. Just my opinion though I suppose.

Thu, 2013-01-17 02:42
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

@CerberusX: Annihilator does show up in all rarities?? Actually, the only recent ability that did not show up at common was Miracle - and it was explicitly specified as an exeption for flavor reasons..

Thu, 2013-01-17 02:47
CerberusX
CerberusX's picture

Daij Djan: I stand corrected about the rarities lol. I'll just go off.. over here.. to this corner.. still feel the rest is applicable..

Thu, 2013-01-17 05:05
ThisisSakon
ThisisSakon's picture

I will make it work, don't you worry. Shift appears in my latest set, if anyone's interested

Thu, 2013-01-17 10:28
Jéské Couriano
Jéské Couriano's picture

ThisisSakon) Soulshift is limited by casting cost. With one exception (Promised Kannushi), all Soulshift cards have a Soulshift number 1 less than their own mana cost, to prevent it from bouncing itself to the hand (Promised Kannushi is a human and thus wouldn't benefit from its inflated Soulshift anyways).

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Thu, 2013-01-17 10:56
CerberusX
CerberusX's picture

I had an interesting idea for a card, and wondered what you guys thought.

Nelkama Mercenaries 1 mana symbolRed mana symbol
Creature - Human Mercenary Uncommon
A 2/R hybrid mana symbol.A 2/R hybrid mana symbol.: Put a +1/+1 counter on Nelkama Mercenaries and gain control of it. (This effect does not end at end of turn). Any player may play this ability but only once per turn and only any time they could play a sorcery.
A 2/R hybrid mana symbol. Nelkama Mercenaries gains haste until end of turn.
"Oh good, more money for new recruits"
<2/2>

My concern that it is either a bit too complex for an uncommon or that its gain control ability should be X mana symbol Gain control where X is the number of counters on it. Is this balanced or do you guys have any ideas?

Thu, 2013-01-17 15:07
ttibke

I've been working on my set in my own thread, Amazill, a set that's designed to hate on abilities with enter the battlefield triggers. But after posting, people have said it won't work. I partially understand, because "you don't want to be punished for playing, you want to be rewarded".

I need some suggestions for the mechanics. I've gotten to this point in the discussion w/ myself though, posting various versions of the mechanic. What feels best with a set with a lot of Enters the Battlefield creatures?

Spite1 (This card gains the following abilities whenever your opponent casts a {color} spell with an ‘enters the battlefield’ ability.)

Spite2 (You may activate the following abilities whenever your opponent casts a {color] spell with an ‘enters the battlefield’ ability.)

[Do X]
Spite3
If an opponent cast a {color} spell with an ‘enters the battlefield’ ability this turn, [do X instead].

{Color} Spite--~ gains "AbilityX" [until end of turn/until end of next turn/nothing.. which indicates permanance], when(ever) an opponent casts a {color} spell with an 'enters the battlefield' ability.

I didn't really want this to be about playing ETB triggers to benefit your own creatures, but as an alternative, we can possibly go with:

{color} Hope1--~ gains "AbilityX" [until end of turn/until end of next turn/nothing.. which indicates permanance], when(ever) a player casts a {color} spell with an 'enters the battlefield' ability.

{color} Hope2--~ gains "AbilityX" [until end of turn/until end of next turn/nothing.. which indicates permanance], when(ever) you cast a {color} spell with an 'enters the battlefield' ability.

In fact, I can put Hope on creatures, and Spite on noncreatures, encouraging a much more balanced use of all cards in the set.

Thoughts? I just realized this was the thread to get this kind of feedback.

Thu, 2013-01-17 15:17
Sgt Failure
Sgt Failure's picture

I feel that a set which focuses on ETB abilities should do it in a more subtle way. Not only does your hope/spite abilityword start with an immense amount of text, it is also really clunky. I understand that you can want to work with ETB cards, but perhaps going with a flicker oriented set is a better way?

If you really want to keep the love/hate of ETB abilities though, you might consider adding some way to keep track of abilities, and to uniform them. A keyword is there to give the player a way to recognise the abilities of a card, giving old and new players alike an easier time realising what is going on without reading a minor novel each time a card they don't know is cast.


A card a day keeps the goyf away!

Thu, 2013-01-17 16:10
ttibke

@Sgt Failure Then Spite1 seems to fit that bill. It's a small amount of text and always refers to the ability that follows it. That ability itself states the permanence of the ability. Still, everyone seems to think this is too much text, but it's half or less than half of a LOT of keywords or abilities we have today, or have had in the past. Maybe it's just how it's laid out onscreen in a forum?A happy smile Who knows.

Here's a pair of nice examples, fit onto cards. Let me know if you still think its too much.

Autumn-Mane Treefolk

Territory Guard

Thu, 2013-01-17 16:28
Icarael
Icarael's picture

I got this idea for a keyword.

Trauma X (You may cast this card from your graveyard by exiling the top X cards of your library in addition to paying its other costs.)

But I feel it's a bit out of sync with the theme I'm going for (self-mill, ETB/LTB triggers) and if I made it mill instead of exile it'd be too strong. I need another trigger.

Or ideas for another keyword that fits the theme.

"Take the bridge, men! Victory! Victory is ou - Retreat! RETREAT!"

Thu, 2013-01-17 16:39
ThisisSakon
ThisisSakon's picture

@Jeske: I know soulshift is limited by casting cost.
... I actually said that when I mentioned soulshift. My point was that mechanics that don't seem common have higher costs to make up for that, and your post just agreed with me.

I don't see why there is such a big problem with it. Like I said before, unless you're playing blue the only way to stack your library efficiently is really Crystal Ball, and at that point you're building your deck around it, so I don't really see an issue here...

Thu, 2013-01-17 17:07
ttibke

Quote:
Trauma X (You may cast this card from your graveyard by exiling the top X cards of your library in addition to paying its other costs.)

It being contradictory to your self-mill theme seems to be the perfect costing keyword then. You can keep the "other costs" down a lot more by the fact that you're going against your self-mill strategy. Alternatively, exiling them from the graveyard instead of your library will put a certain threshold that you'd need to reach in the 'yard first, if that balances your spells out better.

If you weren't going against that strategy, then it's not a big deal to most players to exile X cards from the top if they're going to gain speed/aggro value.

My 2 cents anyway. I've got no alternatives.

Fri, 2013-01-18 07:15
Inanimate
Inanimate's picture

I like exiling cards from your yard. It's a variation on Delve, it supports self-mill, and it plays much more interestingly than a cost with no real emotional impact. I much prefer it.

Also, here's a card I made for a pal. Not sure if it's balanced, but it seems okay to me...

Belbeorn, Lord of Vengeance 2 mana symbolBlack mana symbolBlack mana symbolRed mana symbolRed mana symbol
Legendary Creature - Elemental Mythic Rare
Whenever you lose life, put that many +1/+1 counters on Belbeorn, Lord of Vengeance.
When Belbeorn dies, it deals damage to each opponent equal to the number of +1/+1 counters on it.
3/3

Render

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Fri, 2013-01-18 09:09
Angelic_Bovines
Angelic_Bovines's picture

I am working on a cycle of dual lands which I like to call "ruinlands". Here's an example:

Scourge Temple
Land Red mana symbol
When Scourge Temple enters the battlefield, put a ruin counter on target land you control. Replace its mana abilities with “Tap symbol: Add 1 mana symbol to your mana pool.”
T: Add White mana symbol or Black mana symbol to your mana pool.

Is this drawback good? The set it's going to be in revolves around the corruption of the people in a plane, and the ruin counter represents the corruption in the land.

Fri, 2013-01-18 09:27
CerberusX
CerberusX's picture

Angelic_Bovines: Yes I think its fine, in fact almost Uncommon because of the drawback, but you need to reword it just slightly... as it stands you could pile all your ruin counters on just one land. So "... put a ruin counter on target land you control without a ruin counter on it."

Fri, 2013-01-18 18:59
ttibke

EDIT**

What does anyone think of this modification to my Spite mechanic?

Xeno (Activate the following abilities when a player casts a {color} spell with an ‘enters the battlefield’ ability.)
It deals with the estrangement and mistrust of anyone else, flavor-wise, and is way more relevant than the previous two mechanics. It would be possible to go even further than that, and eliminate the color requirement altogether, but I'm not sure I like that. Then we'd have triggers going off almost every play with the amount of ETB in the set.

Fri, 2013-01-18 18:18
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

Being able to put the ruin counter on an opponents land would be too powerful, it would end up a color fixer with no drawback.
I would consider having the ruin counter removing all abilities from the land as well, because most utility lands only tap for colorless and care more about their activated abilities. Putting the counter on a utility land would also lead to a color fixer with no drawback.

Current Set:
Dabriohm: an equipment & threshold set. http://magicseteditor.sourceforge.net/node/8723

Fri, 2013-01-18 18:42
ttibke

@Heads vs Tails: Wow. I totally misread that last bit and thought the ruin counter added the whole 1 mana symbol and Black mana symbol White mana symbol ability. Now I understand the drawback IS the ruin counter on your own land.

So yes, I agree, "Replace its abilities" would be more appropriate than "Replace its mana abilities".

Fri, 2013-01-18 23:22
ArcAngle

@ttibke: From what you are describing, Xeno (and/or Spite) should be an ability word (like threshold or landfall) instead a keyword. ie: Xeno - When a <color> permanent enters the battlefield and triggers an ability, <action>

@Angelic_Bovines: That looks pretty good. Heads vs Tails has a lot of good suggestions. Also consider having it loses its types, so that you don't have islands that can't produce Blue mana symbol, and adds a bit of hidden strategic complexity by allowing you shutoff landwalk abilities.

Spoiler:

Sat, 2013-01-19 00:13
ttibke

@ArcAngle. Yes, either will work, but that's besides the point. Did you not like the way it rendered above?

Sat, 2013-01-19 00:14
Angelic_Bovines
Angelic_Bovines's picture

Hm... how about this:

Scourge Temple
Land Red mana symbol
When Scourge Temple enters the battlefield, put a ruin counter on target land you control without a ruin counter on it. That land loses all types and has "Tap symbol: Add 1 mana symbol to your mana pool" instead of its other abilities.
Tap symbol: Add White mana symbol or Black mana symbol to your mana pool.

But now I'm not sure about the rarity.

Sat, 2013-01-19 00:38
ArcAngle

@ttibke: I'm not sure that abilities on a card can directly refer to other abilities on that card, or do it in a way that can templated cleanly. What you want is a set of abilities distinct that share a trigger, which is most commonly done with abilities words (again landfall is a really good example of this). This would also let you do the same thing the Worldwake did with landfall: shift it onto non-permanents. The conceptual trigger is the same (a permanent of a given colour triggered an ability when it entered the battlefield), but the wording to check for it for would be completely different.

@Angelic_Bovines: That looks good to me. As long as ruin counters do just that one thing, I think you might even be able to put this at common, complexity wise. How much does your set need mana-fixing?

Spoiler:

Sat, 2013-01-19 00:44
Angelic_Bovines
Angelic_Bovines's picture

The ruinlands are there because of some intro decks I'm making with set which feature two colours. There's going to be little or no multicoloured cards in the set, I'm saving a multicolour theme for the next set in the block.

Sat, 2013-01-19 00:49
ArcAngle

Hmm I'd put them at uncommon then. They don't been to be common, but they shouldn't be an intro deck's rare either. Since you want to have some support ready for the next set, I would make them uncommon.

Spoiler:

Sat, 2013-01-19 05:56
Angelic_Bovines
Angelic_Bovines's picture

Well, it's really more of a very minor multicolour theme (perhaps just a handful of multicoloured cards in various rarities a la Dark Ascension), but then even non-multicolour focused sets have dual lands, correct?

Sat, 2013-01-19 19:09
Jéské Couriano
Jéské Couriano's picture

Angelic Bovines) Not always. A lot of it depends on the incoming or leaving metagame; you'll tend to see dual lands in blocks where dual-color is relevant (Lor/Sha, for instance) or multicolor is emphasized (Ravnica and Ravnica Redux), and the blocks surrounding it. This is due to the cyclical nature of Limited (last two blocks + last core set).

Mirrodin never had dual lands, for instance. (Onslaught was tribal; Kamigawa Block was legends/tribal.)

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Sat, 2013-01-19 06:58
Angelic_Bovines
Angelic_Bovines's picture

Ah. I see. Anyway, continuing on the theme of multicoloured cards...

Rupture Wurm 3 mana symbolBlack mana symbolGreen mana symbol
Creature - Wurm M Mana for MTG Extra
Trample, intimidate
Whenever Rupture Wurm attacks, you may put a creature card from your graveyard onto the battlefield tapped and attacking. If you do, sacrifice it at the beginning of the next end step.
5/5

Is it balanced, and if so, is the mana cost good?

Sat, 2013-01-19 14:41
Tarvoc
Tarvoc's picture

Quote:
Mirrodin never had dual lands, for instance.

I'm not sure if you only refer to the first Mirrodin block here, but Scars of Mirrodin had a cycle of five dual lands.

Seachrome Coast
Darkslick Shores
Blackcleave Cliffs
Copperline Gorge
Razorverge Thicket

My colors: Freedom (Red mana symbol) through Knowledge (Blue mana symbol) and Organization (White mana symbol).

Sat, 2013-01-19 19:10
Jéské Couriano
Jéské Couriano's picture

Tarvoc) I refer to the first Mirrodin block as Mirrodin Block, and the second as Scars Block. (Likewise, I refer to the two Ravnica blocks as Ravnica and Ravnica Redux.)

That said, my post did give context that should have indicated I was referring to the first Mirrodin block (note that Onslaught and Kamigawa, the two blocks on either side of that block, were mentioned).

EDIT) Fixed. I always forget about Onslaught Block.

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Sun, 2013-01-20 13:43
Sgt Failure
Sgt Failure's picture

The wurm seems good to me, but I would change the wording to "...target creature card..." to allow your opponents to respond on the activation. Other than that, both trample and intimidate seems like overkill, only trample would be enough imo.

I need some feedback on the cycle of colorize cards below, mainly if their power level are about the same judged compared to eternal formats.

Breathing Life 1 mana symbolGreen mana symbol
Instant Red mana symbol
Breathing Life can’t be countered by spells or abilities.
Untap up to one target permanent.
Colorize 1 mana symbolGreen mana symbolWhite mana symbol (At the beginning of your upkeep you may pay 1 mana symbolGreen mana symbolWhite mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Forgetting Reality 1 mana symbolBlue mana symbol
Sorcery Red mana symbol
You may cast up to one target instant or sorcery card from your graveyard. If that card would be put into a graveyard this turn exile it instead.
Each opponent puts the top five cards of his or her library into their graveyard.
Colorize 1 mana symbolBlue mana symbolBlack mana symbol (At the beginning of your upkeep you may pay 1 mana symbolBlue mana symbolBlack mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Plotripper Lightning 1 mana symbolRed mana symbol
Instant Red mana symbol
As you cast this spell you may have each player copy it. They may choose new targets for the copies.
Plotripper Lightning deals 2 damage to up to one target creature.
Colorize 1 mana symbolRed mana symbolGreen mana symbol (At the beginning of your upkeep you may pay 1 mana symbolRed mana symbolGreen mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Purity’s Reward 1 mana symbolWhite mana symbol
Sorcery Red mana symbol
You gain 1 life.
Return Purity’s Reward to its owner’s hand.
Colorize 1 mana symbolWhite mana symbolBlue mana symbol (At the beginning of your upkeep you may pay 1 mana symbolWhite mana symbolBlue mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Reaper’s Toll 1 mana symbolBlack mana symbol
Sorcery Red mana symbol
Damage dealt by Reaper’s Toll can’t be prevented.
Reaper’s Toll deals 2 damage to each opponent.
Colorize 1 mana symbolBlack mana symbolRed mana symbol (At the beginning of your upkeep you may pay 1 mana symbolBlack mana symbolRed mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Renders






A card a day keeps the goyf away!

Sun, 2013-01-20 21:01
Jéské Couriano
Jéské Couriano's picture

Colorize's name now seems... kinda inappropriate, since it has nothing to do with the card's color.

Breathing Life is kinda an issue, especially if you're running a ton of Llanowar Elves and expies thereof and an Upwelling. It's a devastating combo, but the ability to almost willy-nilly reuse lands outside monogreen is problematic.

Forgetting Reality... Do the words Yawgmoth's Will mean anything to you? This is essentially a more limited version of that which fills the graveyard up in and of itself, and it's recursive.

Plotripper isn't likely to see much in the way of play, but is otherwise okay. It's a highly situational card.

Purity's Reward is busted. For 1 mana symbolWhite mana symbolBlue mana symbol all your cards have Buyback 0 mana symbol for the turn. In a combo with Breathing Life and Forgetting Reality and any sort of mass mana production (I'm thinking the Storelands from Mercadian Masques with or without an Upwelling) this card is overpowered.

Reaper's Toll is out of color (Red mana symbol). Black prefers life loss to direct damage, since life loss can't be prevented.

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Sun, 2013-01-20 23:37
Inanimate
Inanimate's picture

"Saturate", "Veneer", and "Permeate" would all be good alternate names for Colorize.

Jeske: Forgetting Reality doesn't refill your yard, only theirs.

My comments:

I'm not a fan of the "riders", but I do like the idea - things to amplify spells. I think the base effects could be fiddled with a bit, as noted.

Purity's Reward is definitely busted. Put them back on top of your library or something.

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Mon, 2013-01-21 07:45
Sgt Failure
Sgt Failure's picture

I reworded Colorize to Infuse, and changed Purity's Reward as well as Reaper's Toll. Could use some advice on the wording on Reaper's Toll.

Purity's Reward 1 mana symbolWhite mana symbol
Instant Red mana symbol
You gain 2 life.
You may put Purity's Reward on top of its owner's library.
Infuse 1 mana symbolWhite mana symbolBlue mana symbol (At the beginning of your upkeep you may pay 1 mana symbolWhite mana symbolBlue mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Reaper's Toll 1 mana symbolBlack mana symbol
Sorcery Red mana symbol
If Reaper’s Toll causes an opponent to lose life you gain that much life. (Damage causes loss of life.)
Each opponent loses 1 life.
Infuse 1 mana symbolBlack mana symbolRed mana symbol (At the beginning of your upkeep you may pay 1 mana symbolBlack mana symbolRed mana symbol and reveal this card. If you do you may add this card’s effects to each instant and sorcery spell you cast this turn.)

Still unsure about Forgetting Reality. In my eyes it is not too strong, but as all of these cards it can be combo'd with.


A card a day keeps the goyf away!

Mon, 2013-01-21 08:33
Jéské Couriano
Jéské Couriano's picture

Inanimate) Even with that part I overlooked, it's still a smaller-scale Yawgmoth's Will, and thus still busted.

Remember that Yawgmoth's Will was a key card during the Combo Winter due to its obscene 1TK rate of ~60%, and got two other cards banned or restricted with it (Burning Wish & Lion's Eye Diamond).

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Mon, 2013-01-21 10:00
Angelic_Bovines
Angelic_Bovines's picture

Blightbeast 4 mana symbolBlack mana symbolBlack mana symbol
Creature - Horror M Mana for MTG Extra
First strike, trample, deathtouch
5/5

Yes, first strike, trample and deathtouch is a dangerous combination. Is the current mana cost good?

Mon, 2013-01-21 10:19
Tarvoc
Tarvoc's picture

I think I would up it to 5 mana symbolBlack mana symbolBlack mana symbol. But I'm really not sure. I would say this needs playtesting.

My colors: Freedom (Red mana symbol) through Knowledge (Blue mana symbol) and Organization (White mana symbol).

Mon, 2013-01-21 14:40
BolasDragon
BolasDragon's picture

You could either bump the mana cost or promote to legendary imo.

"Think of how stupid the average person is, and realize half of them are stupider than that." George Carlin
"The more I learn about people, the more I like my dog." Mark Twain

Tue, 2013-01-22 18:43
ttibke

After some consideration, I've gone with this wording for my Spite mechanic I'm using in the Amazill set:
Example:

Red Spite—Whenever a red permanent triggers its ‘enters the battlefield’ ability:

Destroy target creature that attacked or blocked this turn.

I've had to move the mechanic out of common though, because as simple as it feels to me, it probably doesn't fit NWO, what with having to refer to a 'trigger' and an 'enters the battlefield' ability.

I'll post some revamped cards in my set thread for those who'd like to take a look. My skeleton is fleshing out nicely, and I'm well nigh done with a full draft file. I appreciate all the help everyone's been willing to share.

Tue, 2013-01-22 20:33
CerberusX
CerberusX's picture

I'm working on a set just like everyone else, but I've come to a crossroads on a certain card. I'm normally pretty decent with wording, but I can't figure out how to get this one to do precisely what I want.

Iridescent Soul Blue/red mana symbolGreen/wite mana symbolA 2/B hybrid mana symbol.
Creature - Human Wizard Uncommon
If Blue mana symbol was paid to play Iridescent Soul, it has Hexproof.
If Red mana symbol was paid to play Iridescent Soul, it has Haste.
If Green mana symbol was paid to play Iridescent Soul, it gets +2/+0.
If White mana symbol was paid to play Iridescent Soul, it gets +0/+2.
If Black mana symbol was paid to play Iridescent Soul, it has Lifelink.
If 2 mana symbol was paid to play Iridescent Soul, it gets +1/+1.
1/1

The problem is that I don't want you to be able to pay for 4 of the 5 colors by paying the 2 mana symbol cost with say White mana symbol and Red mana symbol or something. Its only supposed to be a mix and match of three choices.

Tue, 2013-01-22 21:20
Decembra
Decembra's picture

@CerberusX: I think that paying 2 mana symbol is only possible if you actually use colorless mana such as, "Tap symbol: Add 1 mana symbol to your mana pool". Which makes it a little awkward. On the other hand, does paying 1 mana symbol and 1 mana symbol even mean the same thing as paying 2 mana symbol in this case?
I would immediately suggest using +1/+1 counters as memory issues are bound to occur with the power and toughness.
I'm also kind of confused as to why this creature is a Human Wizard when it's called Iridescent Soul.
On the whole, I think that the method you're using hasn't been printed because of the memory issues - just imagine playing two or three of these, using different mana each time. How does one keep track of all this?

Tue, 2013-01-22 21:29
CerberusX
CerberusX's picture

Its a human wizard flavor wise because of the set it is in (and the picture I have for it). You're right now that I think of it about the memory issues in regards to how you played it, but as far as the colorless cost goes the card isn't supposed to care about what colors they pay for 2 mana symbol, just whether they payed 2 mana symbol or Black mana symbol. i didn't really want to use +/+ counters because they were supposed to be lopsided. Perhaps if i specified each exact cost? Such as "If you paid Blue mana symbolGreen mana symbol2 mana symbol this card has +3/+1, and has hexproof."? It would ironically end up being the same number of text box lines as it is currently with 6 distinct options. Though that doesn't take care of memory issues specifically either...

Tue, 2013-01-22 22:28
Decembra
Decembra's picture

@CerberusX: Oh okay, that makes sense for the 2 mana symbol part.
Maybe you could get it all into one sentence like this:

"If Blue mana symbol, Red mana symbol, Green mana symbol, White mana symbol, Black mana symbol and/or 2 mana symbol was spent to cast CARDNAME, it has Hexproof, Haste, +2/+0, +0/+2, Lifelink and/or +1/+1 respectively, for as long as it remains on the battlefield."

With more space on the card you could maybe include some reminder text such as:

(Blue mana symbol = Hexproof, Red mana symbol = Haste, Green mana symbol = +2/+0, White mana symbol = +0/+2, Black mana symbol = +0/+2 and 2 mana symbol = +1/+1.)

Still getting the memory issue though. Here's a render:

Iridescent Soul - Alternate

Another thing I'm concerned about is that Iridescent Soul will "return from the graveyard", be "put onto the battlefield" or be "cast without paying mana cost" as a guaranteed 1/1 with no abilities.
I think if it passes as playable, it should probably be Red mana symbol (Rare), because of the complexity.

Wed, 2013-01-23 00:06
CerberusX
CerberusX's picture

Hmm, the reminder text isn't actually all that useful to be honest, its a good idea, but its already listed under the initial series heading so it doesn't really help keep you straight on what you payed to play it. I was thinking back just now on the 'volvers', ana, dega, raka, ceta, and necra.... and they had a similar effect through kicker, though with only two different kickers and different number of counters for each you knew easily which one you played or both (until proliferate makes a mess of things). Also, I wasn't worried about the vanilla 1/1 through recursion, similar to other 'played from hand' benefit only cards if you cheat it back into play it isn't as helpful. I might scrap this particular iteration of the card. I could go something like:

Iridescent Soul 1 mana symbol
Creature - Human Wizard Uncommon
As Iridescent Soul comes into play you may pay any of the following kicker costs:
Blue mana symbol: Iridescent Soul has Hexproof and is blue in addition to its other colors.
Red mana symbol: Iridescent Soul has Haste and is red in addition to its other colors.
Green mana symbol: Iridescent Soul gets +2/+0 and is green in addition to its other colors.
White mana symbol: Iridescent Soul gets +0/+2 and is white in addition to its other colors.
Black mana symbol: Iridescent Soul has Lifelink and is black in addition to its other colors.
These effects last for as long as Iridescent Soul remains on the battlefield.
1/1

Wed, 2013-01-23 00:29
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

Well, having to remember two permanent effects (while I'm not convinced Wizards would even do that nowadays) still is very different from remembering five.. About your new version: Seems at least more elegant, yes - but if you want to call it "kicker", the costs have to be paid as you cast the spell and not when the creature enters the battlefield.. And it really should be a rare either way..

Wed, 2013-01-23 00:37
Decembra
Decembra's picture

That looks pretty cool except that it now it feels kind of scattered in power level. The highest cost is 6 mana with 5 colors required and the result is a 3/3 haste, hexproof, lifelink. Feels a bit weak for a Rare. Also, now that the option for colorless is gone, and the cost is more variable, you should make certain that all the combinations are useful and make sense. For instance:

1 mana symbolGreen mana symbol for a 3/1 creature doesn't feel green or anything like an average Wizard. 1 mana symbolRed mana symbol for a 1/1 Haste is common quality.

I would make Green mana symbol and White mana symbol both give +1/+1 as those are the main creature-focused colors, give Red mana symbol +1/+0 along with Haste, give Blue mana symbol +0/+1 along with Hexproof and Black mana symbol I'm not sure, but maybe Intimidate?
This way the maximum cost gives you a 4/4 Haste, Hexproof, Lifelink, Intimidate creature. It also fills the odd spaces such as:

1 mana symbolBlue mana symbolRed mana symbolBlack mana symbol for a 1/1 Haste, Hexproof, Lifelink creature... :< oh noes..

Wed, 2013-01-23 02:01
ttibke

Decembra's got that right. Make sure they're all adding up to the various combinations as decent creatures. Other than that, I think your current configuration on this rainbow nightmare is about as good as its going to get. There will be memory issues, but whatever. Maybe print a token you can use for each version or something ;D

Wed, 2013-01-23 02:09
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

Printing 32 different tokens (each with slighthly altered picture, please) seems awesome Big smile