The Wonderful, All-Encompassing Card Clinic

continued...
Fri, 2013-03-29 00:26
CerberusX
CerberusX's picture

Technically at the moment you choose which order. If I added 'then' in front of each of the five sectional abilities it would be a set order. So far the effects are on the card in the color order that mana symbols are printed in. As far as milling yourself... well yes there is the possibility, but there was that possibility with the other 'Epic' cards as well. The theory with 'Epic' cards though is that by the time you play this card, your hand is gonna be empty or nearly so, and it doesn't gain you cards so it'll build up slowly as you can't play spells anymore. Still seems possibly problematic Big smile

Fri, 2013-03-29 01:44
Anuttymous
Anuttymous's picture

My opinion of <thing> origin is that free spells are dangerous. I think on that one is small enough to not be a problem, but turn 1 double Memnite is iffy. Free spells at common seems far too good, unless they're specific. Also, I'd say to remove the extra ability otherwise it's a bit complex for common, maybe.

20 seems fine, however I think it should cost 1 mana symbol more to make the tokens.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Fri, 2013-03-29 02:45
Decembra
Decembra's picture

@CerberusX: You did a pretty good job though, that kind of effect could be amazingly catastrophic in terms of balance. I think if you can, playtest it. Although, I'm sure if you're able to order the effects differently then there'll be some horrible way to break it. The more options the more possibility of broken OP insta-ban results (something I stumble on every now and then, lol).

@Anuttymous: Free spells can be dangerous indeed. But it'd be a shame to make him a 1/1. Not sure I could do that without making it very bad or very tribal. 3 mana for a 2/2 is the balance to the creature already. If you're dropping alot of boar creatures and holding lots of Forests, I feel like your deck is already somewhat specific. You'd also be either killing future Origin plays by dropping lands, or not dropping lands so you can play a free Boar for more than one turn, but then falling behind if the game comes down to who can play the biggest card. On the whole, I think most cases will be the same as the Chancellor cycle from New Phyrexia, just a bit less effective and without that big end game unless the card is designed to be 'useful' early and stronger late (like the Chancellors).

EDIT: Almost forgot about the other piggy. Thanks! 4 for a token does sound good.

Fri, 2013-03-29 10:27
Anuttymous
Anuttymous's picture

I'm just saying you need to be careful with the mechanic. The Boar is certainly not too powerful, but be wary of other cards. In limited, I'd be more than happy to run 39 basic land and mulligan to get a free strong card turn 1. There's the obvious potential for failure, but also consider a constructed deck - 52 lands, Serum Powder and origin card. I'm sure you're already aware, however, so my doubts are probably unfounded.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Sun, 2013-03-31 20:49
doc_T

I'm currently working on a set that has a Blue mana symbolWhite mana symbolBlack mana symbol enchantment theme and I will use Aura swap as one of the mechanics in the set (I plan to put some costly and effective Auras in the set, that are worth playing)

So what do you think of this one:

Promised Land White mana symbol
Enchantment - Aura Blue mana symbol
Enchant land you control
Enchanted Land has Hexproof
Aura Swap Blue mana symbol (Blue mana symbol: Exchange this Aura with an Aura card in your hand.)

Sun, 2013-03-31 21:11
Angelic_Bovines
Angelic_Bovines's picture

I'd just suggest increasing the Aura swap cost and/or the mana cost by 1 mana symbol. Turn two Eldrazi Conscription seems a bit insane.

Sun, 2013-03-31 21:20
doc_T

@Angelic Bovines: But you can't exchange an Aura that enchants a land with an Aura that enchants a creature, as far as I know, but maybe I got that wrong. Any other opinions?

Sun, 2013-03-31 23:07
Anuttymous
Anuttymous's picture

Correct, aura swapping from a land must have "enchant <quantity that this permanent is>". So I'd say yours is fine. I feel hexproof for your land is a bit lame, but it's quirky, so cool. Also, this + Mutavault + Eldrazi Conscription would work, but that's silly.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Tue, 2013-04-02 16:44
Decembra
Decembra's picture

@Anuttymous: Oh lol, no I'm pretty sure none of the Origin cards will go as far as being able to win a game by themselves as free cast cards.

Chancellor of the End Black mana symbol
Creature - Avatar Colorless mana symbol
Reveal this card from your starting hand to win the game.
Haste
999999/999999

Tue, 2013-04-02 17:19
doc_T

@Anuttymous: Thank you for the rules feedback A happy smile I wanted it to be a "wayfarer" for some land enchantments that I want to put in the set too, that can also work as combat tricks. For example, something like this

Here are some different versions of a white rare enchantment that could be Aura swapped:

Spoiler:
War Front White mana symbol
Enchantment - Aura Red mana symbol
Enchant land you control
Attacking and blocking creatures you control have First strike
When War Front enters the battlefield, creatures you control get +1/+1 until end of turn.

This doesn't feel Red mana symbol enough to me, it's effect is not noticeable enough.

Or

War Front White mana symbolWhite mana symbol
Enchantment - Aura Red mana symbol
Enchant land you control
Enchanted land has "Tap symbol: Target attacking or blocking creature gets +2/+2 until end of turn."
When War Front enters the battlefield, creatures you control get +1/+1 until end of turn.

I really don't like the part with the +2/+2 for target creature, that feels so lame to me, but I like the second part quite a lot.
So what do you think?

Or

War Front 3 mana symbolWhite mana symbolWhite mana symbol
Enchantment - Aura Red mana symbol
Enchant land you control
Creatures you control get +1/+1.
Enchanted land has "Tap symbol: Put a 1/1 white Human Soldier creature token onto the battlefield.

Thouhgts: This version would get rid of the combat trick, but is more powerful and much more worth Aura swapping. Is it too strong?

Wed, 2013-04-03 06:06
Angelic_Bovines
Angelic_Bovines's picture

Oh! I never noticed that it was a land enchantment. Sorry! It's fine as it is now.

Wed, 2013-04-03 10:03
Anuttymous
Anuttymous's picture

The third War Front seems the best, as it actually makes sense (in Wizards' recent land Auras are places), and is cohesive.

Also, I may suggest some "enchant permanent", e.g. Indestructibility.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Thu, 2013-04-04 14:33
Sewn-Eye
Sewn-Eye's picture

I agree, the third War Front is by far my favorite.

Here's a silly card I just drew up:

Wild Infusion Blue mana symbolRed mana symbolRed mana symbol
Instant Red mana symbol
Change target spell’s text by replacing all instances of “target” with “each”.
Overload 2 mana symbolBlue mana symbolRed mana symbolRed mana symbol (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each”.)

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Thu, 2013-04-04 15:52
ThisisSakon
ThisisSakon's picture

wouldn't work overloaded... At least I don't think so. You'd overload, and replace two instances of "target" on this card with "each"

Then this card looks for all instances of the word "each" among all spells, and replaces it with the word "each"

...

At least I think, anyway...

Is this card too powerful?

Bell, the Woebringer 3 mana symbolWhite mana symbolBlack mana symbol
Legendary Creature - Angel Red mana symbol
Flying
1 mana symbolWhite mana symbolBlack mana symbol, Sacrifice a permanent: Destroy target permanent.
"Why should I spare you? You're just another link in the chain..."
3/4

Thu, 2013-04-04 17:25
Sewn-Eye
Sewn-Eye's picture

Aw, crud, I think you're right. Oh well.

Bell, the Woebringer is too strong, in my opinion. Compare it to Necrotic Sliver. The only think keeping it in check is that you have to sacrifice Slivers. You can't sacrifice lands to destroy creatures and you can't sacrifice random creature tokens to destroy lands. This can.

I think it'd be cool if it destroyed a permanent that shared a type with the sacrificed permanent.

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Thu, 2013-04-04 20:02
ThisisSakon
ThisisSakon's picture

So, something like "Destroy target permanent that shares a card type with the sacrificed permanent."
???

Thu, 2013-04-04 21:10
Sewn-Eye
Sewn-Eye's picture

Yep!

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Thu, 2013-04-04 21:57
BolasDragon
BolasDragon's picture

For Wild Infusion, would "Overload target spell." work? It's something I thought up some time ago. I couldn't think of something else that worked.

"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

Thu, 2013-04-04 23:16
Anuttymous
Anuttymous's picture

Wild Infusion would not change the "target", for the same reason Swerve actually only had one target, despite saying target thrice. Of course, the actual problem is that you simply can't give other spells overload. "Lightning Bolt deals 3 damage to each creature or player." Overload should cause it to hit everything it could do, like Ink-Treader Nephilim, however Lightning Bolt would hit each creature or each player. It's tricky.

Bell the Woebringer - "Sacrifice a nonland permanent", and then destroy a permanent sharing a type. Land destruction is never fun, even at high costs.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Fri, 2013-04-05 21:26
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

~ 1 mana symbolBlue mana symbolBlue mana symbol
Planeswalker - ~ M Mana for MTG Extra
Starting Loyalty: 3
+1 Loyalty: Until your next turn you may cast spells as though they have flash.
-3 Loyalty: Tap all untapped lands target opponent controls. Add Blue mana symbol to your mana pool for each land tapped this way.
-8 Loyalty: You gain an emblem with 'Islands you control gain 'Tap symbol: counter target spell unless its controller pays 1 mana symbol''.

I was wondering how the power level and balance is looking on this planeswalker. Do these combination of abilities have a foreseeable strategy? What assumptions can be made about this planeswalker's personalty before I reveal its character? If you're scratching your head about the second ability wondering 'is that in color?' It's meant to be a more understandable drain power

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

Sat, 2013-04-06 07:56
Decembra
Decembra's picture

@Heads vs Tails: Unfortunately, the opponent can just tap all their lands before the second ability resolves. You'd never get any mana out of it that way. I see what you wanted to do with it, your target player is forced to either cast their instants then, reveal their tricks or give you some mana. Manabarbs would make it work.

On another note, I think if you use Liliana of the Veil as a loyalty number template, it'll play quite nicely given a new -3 ability, like a Koth of the Hammer in blue.
Oh, what I wanted to say aswell is, that Flash ability is quite strong at first glance, but if balance allows it, you could make the +1 untap an island in addition like Koth does so then you have a little bit of that extra mana you wanted in the -3 ability.

Sat, 2013-04-06 13:52
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

I'm thinking of abilities that can confuse and make the opponent think twice. How about:
'-3 Loyalty: Add Blue mana symbol to your mana pool for each tapped land target opponent controls.'
I think this would make opponents reconsider playing too many spells lest they give access to a lot of mana yourself. Make sense?

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

Sat, 2013-04-06 14:27
master creator
master creator's picture

@Heads vs Tails: seems fun and creative but Decambra is right about the -3 it will never work for mana but it does stop counterspells which is a strong ability so really just drop the mana adding and the ability still works fine

I want to start a community set and here is a card ive thought about but only one problem i cant use the program and would need many people to help before i can even start

First the mechanic Bolt [cost](if you cast this card during your first main phase you may cast this card for its bolt cost)

Rampaging Raider 3 mana symbolRed mana symbol
Creature-Human Warrior Blue mana symbol
Haste, Trample
Bolt 1 mana symbolRed mana symbol
If you cast this card for its bolt cost ~ comes into play with 2 -1/-1 counter on it
3/3

hey everone im back Big smile

Sat, 2013-04-06 21:55
Anuttymous
Anuttymous's picture

How about "-3 Loyalty: Each land doesn't untap during its controller's next untap step."?
Bolt seems weird, and I don't see that much potential for it. Not saying there's anything wrong with, I just don't really get it. Also, if you're needing help, the best thing to do would be start up your own thread and ask for help.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Sun, 2013-04-07 02:21
Sewn-Eye
Sewn-Eye's picture

re: 1 mana symbolBlue mana symbolBlue mana symbol planeswalker - Mana flare in blue is really, really weird. I like Anuttymous's fix, as it's a very interesting effect.

re: Bolt - Right now, bolt just looks like reverse-kicker. Rather than paying more for a bigger card, you pay less for a smaller card. If that's the case, I would just use kicker. Of course, I could be wrong, seeing as it's just one card.

Anyway, I don't get the flavor of bolt. Could you explain it?

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Sun, 2013-04-07 02:34
master creator
master creator's picture

Bolt is just a name i came up with for now i guess the point is you rush in early not patient enough to wait realy now that i think about it bolt would make more sence as giving the card flash for alittle extra mana now i need a new word for bolt
oh and kicker wont work as some cards will alow kicker to work but for instance the card i posted kicker would allow it backwards wait i accidentally made a backwards kicker know what ignore alost the entire post

hey everone im back Big smile

Sun, 2013-04-07 03:02
Kyoril
Kyoril's picture

Pretty new to card design, so I decided to go for a set right away. Stick out your tongue

Would you guys mind helping me with these mechanics word and gameplay wise? Thanks.

Mana Surge
Mana Surge <cost> - As long as you have <cost> in your mana pool, ~ gets...

Not sure if this will really work. I wanted it to represent the effects of a wave of energy, but not actually cost any mana. The cost is to show there are different levels of energy.

Examples:
Mana Surge Green mana symbol - As long as you have Green mana symbol in your mana pool, ~ gets +1/+1.
Mana Surge 2 mana symbol - As long as you have 2 mana symbol in your mana pool, ~ gets +2/+1 and has flying.


Redirect
Redirect(Whenever an instant or sorcery card would target this creature, you may have it target another creature you control instead.)

I like the idea of this one, but I think it might just not be worth the effort. I can't get it so you can't just bounce a spell back and forth infinitely, generating effects, without it taking up 4+ lines of text.

Any feedback or help is welcome.

Sun, 2013-04-07 03:09
master creator
master creator's picture

@Kyoril: Mana Surge: as far as I know this will not work and i honestly cant think of any beter way for it to work
Redirect: the infinitly bouncing problem can be fixed by making all creature with redirect not care about being targeted other than redirect so the bouncing wont matter also i find it intersting that you made an instant into a keyword for creatures

hey everone im back Big smile

Sun, 2013-04-07 03:22
FireCraft66
FireCraft66's picture

Mana Surge sounds great! It's like a universal pump!

Sun, 2013-04-07 03:35
Kyoril
Kyoril's picture

@master creator
Thanks for the feedback. I'm pretty sure mana surge works, as long as the mana is made during one of the combat steps (deal damage?), meaning it could still be used for abilities or instants, as well as other mana surge triggers. As for redirect, that's a good point. I had no clue that was already an instant either. Huh.

@FireCraft66
Thanks. A happy smile That was the intent, though each creature is a little different.

Sun, 2013-04-07 04:46
ThisisSakon
ThisisSakon's picture

Mana Surge has amazing potential, but should probably be pseudo, not regular. So something like:

Mana Surge -- As long as you have (insert fixed mana amount here, perhaps 3) in your mana pool, <effect>.

Because as far as I know, a regular keyword with two variables (the effect and amount of mana) and no constants is hecka confusing. Just a heads up.

Also, thoughts:

Elizabeth Comstock 3 mana symbolBlue mana symbolBlue mana symbol
Legendary Creature - Human Wizard Red mana symbol
Tap symbol: Search your library for a card and exile it. Until end of turn, you may play that card.
"Booker, are you afraid of God?" Elizabeth asked.
"... No. But I am afraid of you," Booker muttered in response.

For those of you who I know will say "ewww, two different quotes," it has been done before. Just not like this. Groundbreaking 'n stuff, ya know Big smile

Sun, 2013-04-07 05:47
CerberusX
CerberusX's picture

@Kyoril: Mana surge does work, but not the way you think it does at the moment. First of all, its a state based ability, meaning that the second the mana leaves the mana pool being used or being emptied at the end of a phase, this ability goes with it. So yes, you can have the card check the mana pool to see if the requisite mana is in the mana pool. But no, you can't use the mana for a pump spell and also have it gain the Mana Surge benefit. The Mana surge benefit would help multiple creatures with similar mana requirements for it like Green mana symbol and Green mana symbolGreen mana symbol requirements.

One additional thing to note though, is that when checking the mana pools for this ability, Green mana symbol does NOT count as 1 mana symbol. You can pay for colorless costs using colored mana, but colored mana does not count as colorless mana when in the mana pool. So you would need cololess mana sources like Ur-Golem's Eye or colorless lands, etc. to fulfill Mana Surge 2 mana symbol's requirements.

Sun, 2013-04-07 06:09
Sewn-Eye
Sewn-Eye's picture

@Kyoril - In theory, mana surge is very cool. In practice, though, it's much less interesting as far as I can tell.

The only common scenarios I can envison are these:

1) You add Green mana symbol to your mana pool to give your creature +1/+1 during combat. Then...
1a) You don't spend that mana on anything before your creature deals combat damage. After combat damage is dealt, it's incredibly unlikely you'll be casting anything else. Combat ends, and you lose the Green mana symbol. You essentially spent Green mana symbol to give your creature +1/+1 until end of turn.
1b) You spend that mana to cast a spell (a combat trick or something to remove an attacker or blocker). Your creature loses the bonus. You spend another Green mana symbol to give your creature +1/+1 before it deals combat damage. You then proceed to step 1a.

I know for a fact I'm missing another scenario (accidentally closed my reply, and now I can't think of the second one I had), but... yeah.

The same problem stands for redirect in that it's cool, but functionally... it's exactly the same as hexproof unless it's your only creature. Aside from targetting shenanigans with stuff like Horobi, Death's Whisper or something, I can't think of much else.

Basically, three things can happen with redirect:

1) You target your redirect creature with a spell. You don't change the target because you want it to be the target.
2) You target your redirect creature with a spell. You change the target to... something you could have already targeted anyway.
3) Knowing that there's no way they'll get a spell through to your redirect creature, your opponent targets something else.

Hexproof does the exact same thing, except, as I mentioned, it doesn't work if you don't control another creature. It's almost completely redundant except for that last part. If you're willing to ditch hexproof and stick with redirect, you'd make a lot of people happy. However, if you're fine with hexproof, just stick with hexproof. The only problem is that it changes hexproof from a green/blue keyword to a very much monoblue keyword.

@ThisisSakon - Elizabeth looks like a lot of fun. I really like the way you balanced the universal tutor, though it may still be a tad strong, even if she's just a 1/1 or even a 0/1.

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Sun, 2013-04-07 06:11
ThisisSakon
ThisisSakon's picture

Oh snap! Yeah, Elizabeth is definitely a 1/2. Out of sting range

Sun, 2013-04-07 12:08
Kyoril
Kyoril's picture

Hmm. Thanks for all the feedback everybody. I had kinda figured redirect wouldn't work, but oh well. If its dead, its dead.

I do, however, want mana surge to work. Is there a way to trigger it when adding to the mana pool, without triggering multiple times? I tried playtesting with that, and it is way too overpowered. So I definitely want to have it go off only once. Also, regarding the colorless mana, is there a way to have it work for any colored mana, short of putting in 'X mana of any color'?

Again, thanks for all the help so far.

EDIT: Would this work to have Mana Surge only trigger once?
Mana Surge Green mana symbol - When you first add Green mana symbol to your mana pool, ~ gets +1/+1 until end of turn.
Also, would this work with larger values? ie:
Mana Surge 3 mana symbol - When you first add 3 mana symbol to your mana pool, ~gets +2/+1 and has flying until end of turn.
I don't think so, this would require them all to be added at the same time, right?
As for the multiple variables mentioned earlier, is there a simple way to do that? I want to be able to distinguish between differently colored creatures, aside from the ability granted. Could I use the creature's color? If so, how would that be worded?

Sun, 2013-04-07 14:37
Anuttymous
Anuttymous's picture

Briefly, mana surge is no good, I'm afraid. Mana empties between steps as well as phases. Combat damage is assigned and resolved at the beginning of a step, with no chance to add mana. All the mana surge abilities would just be too brief to matter, not to mention confusing new players.
Redirect is not something that should be keyworded as it implies it appears commonly, and that ability is too quirky to be common. Not to mention the point when you have two redirects out. Just use hexproof.
Elizabeth should be a 3/3, in my opinion. The body should match the mana cost, or closely. She seems fine, although she'd be a powerful general. Luckily, mono-blue, so probably alright, but that is insane card advantage. Should be okay.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Sun, 2013-04-07 14:47
Kyoril
Kyoril's picture

I understand why Mana Surge doesn't work with 'as long as you have C in your mana pool', but is there a way to have it trigger just once per turn otherwise? For example:
Mana Surge Green mana symbol - When you first add Green mana symbol to your mana pool this turn, ~ gets +1/+1 until end of turn.

Sun, 2013-04-07 15:06
Sewn-Eye
Sewn-Eye's picture

By the flavor, I'm guessing Elizabeth's supposed to be some sort of pseudo-god? I guess it makes sense for her to be able to tutor for creatures, but... it's kind of off-color. I might restrict Elizabeth Comstock to only instants and sorceries. I'd certainly prevent her from tutoring for lands by only allowing you to cast the card, and not play it.

EDIT - Also, yes, you can word it as "Whenever you add Green mana symbol to your mana pool, CARDNAME gets +1/+1 until end of turn if this is the first time this trigger resolved this turn."

There are probably other, more concise ways too. But it works. The problem with it is that you'll almost never not trigger the ability, and it'll always be active.

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Sun, 2013-04-07 15:26
Kyoril
Kyoril's picture

That is the problem. I'm starting to wonder whether this is worth pursuing or if I should just scrap it... I also only want it to trigger once per turn.

Sun, 2013-04-07 15:27
Sewn-Eye
Sewn-Eye's picture

There's no way to stop a trigger from triggering.

EDIT - At least, not that I know of.

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Sun, 2013-04-07 15:44
ThisisSakon
ThisisSakon's picture

Flavorwise, Elizabeth is an NPC character from Bioshock Infinite. She can create "tears" in the world and bring weapons and cover through from other universes, as well as scrounge around during combat and find weapons, health, amo, money, etc. So my design was pretty top-down, kinda for EDH but kinda just cuz.

I took all the suggestions and in the end limited it so you can't play lands, but can still exile them. Blue has in the past been able to exile lands (and recently with Trench Gorger) as well as other cards, so she is in color. Maybe just, but she still fits. Also, apparently her last name isn't Comstock, but she is "the lamb of columbia." I also made her a 3/3, as per suggested by Anuttymous. So with all the critiquing, this is the final card:

Spoiler:

Bahahahahahahaha Elizabeth's ability should also have ", then shuffle your library" after exile it. Whoops

Sun, 2013-04-07 15:57
Anuttymous
Anuttymous's picture

Mana surge - Whenever mana is added to your mana pool for the first time each turn, [effect].

That's probably the best way to do it. Also, you can activate it during opponent's turn by keeping a land back.

For Elizabeth, "play" not "cast". You can search lands up.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Sun, 2013-04-07 16:19
ThisisSakon
ThisisSakon's picture

Sakon wrote:
... so you can't play lands, but can still exile them. Blue has in the past been able to exile lands (and recently with Trench Gorger)

Winking smiley

Sun, 2013-04-07 16:21
Kyoril
Kyoril's picture

Thanks Anuttymus. I think at this point though, it might be just best to let it go.

Also, I'm pretty sure that the lands thing for Elizabeth was intentional:

ThisisSakon wrote:
I took all the suggestions and in the end limited it so you can't play lands, but can still exile them.

Sun, 2013-04-07 17:11
Anuttymous
Anuttymous's picture

That's literally just asking to confuse people. Why the restriction? There is no land that's so necessary, and you've already got at least five mana anyway, having cast her. I think you ought to add "nonland" or "play", just to make things simpler, though that's obviously my opinion.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Sun, 2013-04-07 17:18
ThisisSakon
ThisisSakon's picture

You have a point, although blue has always been the confusing one.

I'll playtest all three versions and see which one works best! Big smile

Sun, 2013-04-07 20:31
master creator
master creator's picture

Ok so im dumb i just remembered why i didnt use kicker because cards like this

Immediate Doom Black mana symbol
Instant Colorless mana symbol
Rush 2 mana symbolBlack mana symbolBlack mana symbol
Target creature gets -1/-1 until end of turn, if you cast this card for its rush cost destroy target creature instead

hey everone im back Big smile

Sun, 2013-04-07 20:48
CerberusX
CerberusX's picture

Well the card itself looks fine, but I don't see how 'Rush' is a more apt name for the ability, it takes alot more mana and therefore time to use it... If it was somehow reversed like:

Immediate Doom 2 mana symbolBlack mana symbolBlack mana symbol
Instant Common
Destroy target creature.
Rush Black mana symbol
If you played ~ for its Rush cost, that creature gets -1/-1 instead.

Sun, 2013-04-07 20:51
master creator
master creator's picture

@CerberusX: i suck at names rush is just a placeholder need help for the actual name as well as the set the mechanic is for if you would like to help the link is my Signiture

hey everone im back Big smile

Sun, 2013-04-07 20:54
ThisisSakon
ThisisSakon's picture

How about "Inept" meaning 'showing little to no skill'

I mean, if someone cast an instant during their main phase, I would think they were a bit inept Stick out your tongue