The Wonderful, All-Encompassing Card Clinic

continued...
Mon, 2013-07-29 13:30
Sgt Failure
Sgt Failure's picture

Anut: Erik's +2 Loyalty does not steal the creature though.

On Erik: His First Ability feels overdone, just skip the untap part imo. His -3 Loyalty is interesting, can't say if it's broken or not. And Worship is white.


A card a day keeps the goyf away!

Mon, 2013-07-29 14:13
Neottolemo
Neottolemo's picture

Changed Bitteroil Words to a sorcery.

How is this?

Rebellious Whim A 2/R hybrid mana symbol.A 2/R hybrid mana symbol.A 2/R hybrid mana symbol.
Sorcery Common
Gain control of target creature until end of turn. Untap it. It gains intimidate and haste until end of turn. (Until end of turn, it can attack and T the turn it comes under your control and it can’t be blocked except by artifact creatures and/or creatures that share a color with it.)

EDIT - And this?

Endless Widths Of Salt A 2/R hybrid mana symbol.A 2/R hybrid mana symbol.A 2/R hybrid mana symbol.
(A 2/R hybrid mana symbol. can be paid with any two mana or with Red mana symbol. This card’s converted mana cost is 6.)
Destroy target land.
The soil, dried out, became an endless desert of salt.

Mon, 2013-07-29 14:26
Sgt Failure
Sgt Failure's picture

The policy these days is that LD starts at four mana. While I can see that rule being broken I'd highly recommend it only destroying nonbasics.


A card a day keeps the goyf away!

Mon, 2013-07-29 16:08
ThisisSakon
ThisisSakon's picture

@Sgt: Unless you've got a second attack step, the untap part is fine, really. And if you've got an effect that does a second attack, the creature is probably untapped anyway. This really just gets around claustrophobia-esque effects.

And Fortune Thief and Ali from Cairo are red, with the Thief being more recent than worship. I just combined the creature portion of the thief into the ability, because an emblem that just says "you can't lose" is suckish.

As for Lava trap: Nutty, while I agree with you that it isn't fun to just focus on one card (Even though, you know, relentless rats) Unless you're running something else to protect you (Heeeey, Fortune Thief!) you're not going to get the 36 Lava Traps you need to kill someone.

Mon, 2013-07-29 17:41
Anuttymous
Anuttymous's picture

ThisisSakon - Scratch my remark on the +2 Loyalty, then.

Neottolemo
Rebellious Whim - Good. Really. Nothing much to say about it.
Endless Widths of Salt - Land destruction at three mana is (apparently) perilous, but I don't think so. I'd say this is fine.

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

Wed, 2013-07-31 02:13
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

Spoiler:
Pinnacle 1 mana symbolBlue mana symbolGreen mana symbolRed mana symbol
Creature - Elemental M Mana for MTG Extra
~'s power and toughness are each equal to the highest power among all other creatures plus 1.
If there is a creature with flying, ~ has flying. The same is also true for deathtouch, double strike, first strike, haste, hexproof, indestructible, landwalk, lifelink, protection, trample, and vigilance.
1+*/1+*

Balance, cost, better name, wording, opinions, all that good stuff.

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

Tue, 2013-07-30 02:40
Zatnik
Zatnik's picture

I'd like to know if there's anything that should be changed on these cards:

Spoiler:
CW01
White mana symbolWhite mana symbol
Creature Colorless mana symbol
2/2
Sacrifice ~: add White mana symbolWhite mana symbol to your mana pool

CW02
2 mana symbolWhite mana symbolWhite mana symbol
Creature Colorless mana symbol
2/3
Flying
Tactics — Whenever another creature enters the battlefield under your control, ~ gets +1/+0 until end of turn.

CW04
1 mana symbolWhite mana symbol
Creature Colorless mana symbol
1/2
You may have ~ enter the battlefield with a berserk counter on it. As long as it has a berserk counter on it, it can’t block and has lifelink.

CW05
1 mana symbolWhite mana symbolWhite mana symbol
Creature Colorless mana symbol
2/2
Lifelink
White mana symbol: ~ gets +1/+0 until end of turn

CW06
White mana symbolWhite mana symbol
Creature Colorless mana symbol
2/2
Flash

CW07
2 mana symbolWhite mana symbol
Creature Colorless mana symbol
2/3
Tactics — Whenever another creature enters the battlefield under your control, ~ gains vigilance until end of turn.

CW08
3 mana symbolWhite mana symbolWhite mana symbol
Creature Colorless mana symbol
2/4
Augment 1 mana symbolWhite mana symbol (As you cast this spell, you may sacrifice any number creatures. Each creature sacrificed this way pays for 1 mana symbolWhite mana symbol.)
Vigilance
When ~ enters the battlefield, put a 1/1 white Cat creature token onto the battlefield.

CW09
3 mana symbolWhite mana symbol
Creature Colorless mana symbol
1/6
Flying
Defender

CW10
4 mana symbolWhite mana symbol
Creature Colorless mana symbol
4/4
You may have ~ enter the battlefield with a berserk counter on it. As long as ~ has a berserk counter on it, it can’t block and gets +1/-2.

CW12
2 mana symbolWhite mana symbol
Instant Colorless mana symbol
Augment 1 mana symbolWhite mana symbol (As you cast this spell, you may sacrifice any number creatures. Each creature sacrificed this way pays for 1 mana symbolWhite mana symbol.)
You gain 6 life.

CU15
Blue mana symbolBlue mana symbol
Enchantment Colorless mana symbol
Advance — Whenever you cast an instant or sorcery spell, put a level counter on ~.
LEVEL 2-4 1 mana symbolBlue mana symbol: Target creature gains flying until end of turn.
LEVEL 5+ 1 mana symbolBlue mana symbolBlue mana symbol, Sacrifice ~: Creatures you control can't be blocked this turn.

CU16
1 mana symbolBlue mana symbol
Enchantment — Aura Colorless mana symbol
Enchant creature
Enchanted creature doesn't untap during its controllers untap step.
Tactics — Whenever another creature enters the battlefield under your control, you may return ~ to your hand.

CB06
3 mana symbolBlack mana symbol
Creature Colorless mana symbol
3/3
Flying
You may have ~ enter the battlefield with a berserk counter on it. As long as ~ has a berserk counter on it, it can’t block and gets +1/+1.

CZ09
1 mana symbolBlue mana symbolRed mana symbol
Put X 1/1 blue and red Elemental creature tokens onto the battlefield, where X is the amount of red and blue mana in your mana pool.

Also, I was wondering if, in the text for ability words, cards should call themselves by their names or if they should just say "this card."

Tue, 2013-07-30 03:10
Anuttymous
Anuttymous's picture

CW01 - White tends not to get mana generation. And that is fairly good ramp, +2 mana for turn 3.
CW04 - "this can't block" doesn't fit too well in white either. Normally, white will sacrifice attacking.
CW05 - Lifelink in combination with pump should not feature lower than uncommon.
CW08 - Augment is very strange and a little confusing. I'm not sure you should have it with a value afterwards. Simply "Augment" and then convoke's reminder text but sacrifice not tap.
CW10 - Again, white is normally able to block.
CU15 - Should be uncommon, as it will simply be an annoying common in drafts. Also, the trigger is fairly tricky, so I think it should be level 1-2 and 3+.
CU16 - Should cost 1 mana symbolBlue mana symbolBlue mana symbol, otherwise it's strictly better than Paralyzing Grasp.
CB06 - A 4 mana 4/4 flier that can't block is really powerful. Should be made weaker somehow, and/or be an uncommon.

The rest seem okay to me. Cards only use "this card" in italicised reminder text.

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

Tue, 2013-07-30 13:35
ArcAngle

CW01 - Reminded me of the old thrulls. Red tended to get this kind of effect now, going as far back as onslaught.
CW02 - Looks good to me. I've played around with that kind of ability before, and it should work well in white.
CW04 - A bit of a mess flavour. Consider making it a "Zealot" counter instead of a berserk counter. I'd make it a 2/1 instead of a 1/2, since you want it to attack.
CW05 - I understand why you would want to have that ability on that creature, but it shouldn't be for a White mana symbol. Either make it give +0/+1 or make it cost 2 mana symbol
CW06 - I would seriously consider making it cost 2 mana symbolWhite mana symbol.
CW07 - another good tactics creature.
CW08 - Augment's wording is really awkward. I'm also not sure its makes sense in white.
CW09 - Nothing wrong here. Reminds me of wall of swords.
CW10 - The berserk counter mechanic should have an ability word and have a single implementation. Unleash would be really bad if all the cards did something a little different.
CW12 - I'm not sure is this is suppose to be a deliberately bad card, but it's not a good place to show off a new mechanic. Even if I wanted to cast it, I wouldn't use the augment. What happens if I sacrifice more creatures and get more mana than the cost of the card?
CU15 - Ok, I see: You use Augment to cast more instants/sorceries to advance stuff like this. It would feel better if it had an instant effect. I'm not sure, but I think it loses the lower level abilities when it hits level 5, so you might want to make it Level 2+ instead of Level 2-4.
CU16 - Normally costs a little more.
CB06 - Mechanically, how is this significantly different from Unleash to warrant it being different?
CZ09 - IS that mana when it is cast, or when it resolves?

I've noticed that you used a lot of double coloured costs. Is there any significance to that in your set?


And now a card from me:

Regentosaur 3 mana symbolGreen mana symbolGreen mana symbol
Creature - Lizard Uncommon
Primal (If you paid this card's mana costs with mana from basic lands only, draw a card.)
5/5

I'm doing a set with a basic land type theme, so I thought this might be an interesting mechanic. I'm just a little worried about it have the same problem as the Goliath beetle thing in RtR, as people would only play it if they would get the extra card...

Spoiler:

Tue, 2013-07-30 15:29
grishnax
grishnax's picture

You could make primal a pseudo keyword:
Primal - If you paid this card's mana costs with mana produced from only basic lands, [effect].
That way, you could have a large variety of cool effects, rather than just drawing a card.

Tue, 2013-07-30 15:35
Sewn-Eye
Sewn-Eye's picture

You also might want to give it a trigger so you can actually draw the card. xb

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

Tue, 2013-07-30 16:33
Zatnik
Zatnik's picture

arcAngle wrote:
CW04 - A bit of a mess flavour. Consider making it a "Zealot" counter instead of a berserk counter. I'd make it a 2/1 instead of a 1/2, since you want it to attack.

Good idea! Yeah, that makes more sense.

arcAngle wrote:
CW08 - Augment's wording is really awkward. I'm also not sure its makes sense in white.

Really? Convoke was white, and white does sacrificing sometimes, doesn't it?

arcAngle wrote:
I've noticed that you used a lot of double coloured costs. Is there any significance to that in your set?

No, it isn't. I didn't realize there were so many like that. I'll change it.

Tue, 2013-07-30 16:45
ArcAngle

I'm already planning to use Domain and making one up for counting the number of a specific basic land types so I don't want to go over board with pseudo keywords.

How about this implementation on creatures/permanents:

Noble Stag Green mana symbol
Creature - Antelope Common
Primal (If you paid this card's mana costs with mana from basic lands only, draw a card when it enters the battlefield.)
1/1

and the following on non-permanents:

Primal Roar Red mana symbol
Sorcery Common
Target creature can't block this turn.
Primal (If you paid this card's mana costs with mana from basic lands only, draw a card.)


@Zatnik: Sacrificing creatures is more of a black thing. Self-Sacrifice shows up in white a bit, or with balance effects. What you are trying to do with Augment would be how black would do convoke. I'm not sure why it's called augment either...

Spoiler:

Tue, 2013-07-30 17:04
Fariel

"When it enters the battlefield" should be first, since it's the trigger. I think. Maybe I'm just second guessing myself, though.
"When ~ [/ this card] enters the battlefield, if you paid for it with only mana from basic lands, [you may] draw a card."
Since you have it on instants/sorceries, however, I'd change it to a cast trigger. Though, this would mean you would draw the card before the spell resolves. Makes it powerful for chaining instants together.
"When you cast ~ [ / this card], if you paid for it with only mana from basic lands, [you may] draw a card."

Primal Roar seems a little powerful. Maybe add 1 mana symbol to the cost, since otherwise you would (almost) always be replacing it with another card. I would love to be the person who pulled 5 of those in a draft.

Tue, 2013-07-30 17:34
Sewn-Eye
Sewn-Eye's picture

I believe it should be something like this:

Primal (When this enters the battlefield, draw a card if only mana produced by basic lands was spent to cast it.)
Primal (Draw a card as this resolves if only mana produced by basic lands was spent to cast it.)

Also, I think Primal Roar is perfectly fine, especially when compared to, say, Stun.

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

Tue, 2013-07-30 18:16
ArcAngle

I like Sewn-Eye's version more, as the spell has to resolve to get the card. I'm also planning a large number of nonbasic lands with basic land types, so Primal can be harder to get than you think.

Spoiler:

Tue, 2013-07-30 18:34
Anuttymous
Anuttymous's picture

ArcAngle
Regentosaur - I would suggest having this as a pseudo keyword: Primal - When CARDNAME enters the battlefield, if you spent only mana produced by basic lands to cast it, [effect].
Noble Stag - See above.
Primal Roar - Primal - If you spent only mana produced by basic lands to cast CARDANME, [effect].

This way, you can make a different effect depending on the spell, e.g. Primal Roar could do more damage, or Noble Stag could enter the battlefield with a +1/+1 counter on it.

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

Tue, 2013-07-30 20:45
Mexican Jedi
Mexican Jedi's picture

I just have a quick question, do you all think this keyword could work in any color other than red?

Nova N (When this creature/permanent dies/is put into the graveyard from the battlefield, it deals N damage divided as you choose among any number of target creatures.)

I know that direct damage is primarily red, but I feel this might work in other colors if the cards make sense flavorfuly.

Tue, 2013-07-30 20:51
Anuttymous
Anuttymous's picture

Strictly red. You can rework it to fit into other colors, e.g. white can damage attacking/blocking creatures, black gets lifedrain damage, and green can damage flying creatures.

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

Tue, 2013-07-30 20:54
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

I personally think Nova (especially with that name) really feels very deeply red, though I could easily see it in black as well. (btw, it also feels quite strong - esppecially the dividing part - so be very careful with it..)

Wed, 2013-07-31 02:29
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

I could still use some opinions on a legend I came up with.

Spoiler:
Enbis, Pinnacle Being 1 mana symbolBlue mana symbolGreen mana symbolRed mana symbol
Legendary Creature - Elemental M Mana for MTG Extra
~'s power and toughness are each equal to the highest power among all other creatures plus 1.
If their is a creature with flying, ~ has flying. The same is true for deathtouch, double strike, first strike, haste, hexproof, indestructible, landwalk, lifelink, protection, trample, and vigilance.
1+*/1+*

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

Wed, 2013-07-31 03:10
Sewn-Eye
Sewn-Eye's picture

I feel like Red mana symbolGreen mana symbolWhite mana symbol are better colors for "the best creature ever". Blue seems kind of odd, though not unjustifiably so. Black might have the flavor for it.

I'd also probably just give it all abilities of other creatures you control.

As far as costing goes... I have no idea. I'd go with 5 CMC to be safer, but...

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

Wed, 2013-07-31 03:48
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

The reason for the blue was I was going for a clone-esque ability but wanted it to constantly adapt to stronger creature coming into play. And as for giving it all abilities, I was apprehensive of power level so I limited it to evergreen keywords.

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

Wed, 2013-07-31 04:40
Anuttymous
Anuttymous's picture

I would agree with blue. I'd say this should maybe be 5 mana, as it can't die if left by itself. You'd probably want to test it. I think it's alright.

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

Wed, 2013-07-31 23:54
Bobthe6th

Would this be reasonable as a mythic rare?
Sewer Slime 4 mana symbolBlack mana symbolGreen mana symbol
Creature-Ooze Mythic Rare
X mana symbolBlack mana symbolGreen mana symbol: Exile target card in a graveyard with converted mana cost X. If a sorcery or instant is exiled this way target opponent loses X life. If a creature is exiled this way, put a X/X green Ooze token into play. If an artifact or an enchantment is exiled this way, you gain X life.
4/6

Like death rite shaman, but with enought mana you could kill an oponent or create an army. Reduce, Reuse, Recycle.

Might be a bit expensive, and I guess a deadbore could kill it... but as is it is a very wordy card. Adding indestructible may well push it over the edge. Also, thinking really hard about knocking the abilaty cost to just X mana symbol.

edit:Ok, so finished Golgari for the "our own Dragon Mazr"... though I'm not sure on balance. Would like to get some criticism/sugestions before I figure out pictures and proper formatting.

Spoiler:
Sewer Slime 4 mana symbolGreen mana symbolBlack mana symbol
Creature-Ooze Mythic Rare
X mana symbolBlack mana symbolGreen mana symbol:Exile target card in a graveyard with converted mana cost X . If a sorcery or instant is exiled this way target opponent loses X life. If a creature is exiled this way, put an X/X green Ooze token into play. If an artifact or an enchantment is exiled this way, you gain X life.
4/6

1 Multicolour Mythic rare w/ watermark

1:
Landara, Ooze Caller 3 mana symbolBlack/green mana symbol
Legendary Creature-Elf Druid Rare
X mana symbolBlack/green mana symbolTap symbol: Destroy target nonland permanent with converted mana cost X. Put an X/X green Ooze Creature token into play.
0/2

2:
Flood of Flith 2 mana symbolBlack/green mana symbolBlack/green mana symbol
Sorcery Rare
All creatures get -X/-X until end of turn, were X is equal to number of lands in all graveyards.

2 Multicolour rare w/ watermark (one of which is part of the legendary cycle)

1:
Flood Ooze X mana symbolBlack/green mana symbol
Creature- Ooze Uncommon
Flood Ooze enters the battlefield with X +1/+1 counters.
Ooze creature you control have +1/+1 and Trample.
0/0

2:
Layer of Slime X mana symbolBlack/green mana symbol
Enchantment-Aura Uncommon
Enchant Creature
Enchanted Creature gains deathtouch and absorb X(If a source would deal damage to Enchanted Creature, prevent X of that damage.).

3:
Dissolve X mana symbolGreen mana symbolBlack mana symbol
Instant Uncommon
Destroy target nonland permanent with converted mana cost X, then put an X/X green Ooze token into play.

3 Multicolour Uncommons w/ watermark

Trash Day Black/green mana symbol
Sorcery Common
Each player puts the top 5 cards of his or her library into his or her graveyard.

1 Multicolour Common w/ watermark
As standard, still looking for a good picture... current runners:
1 Common land (gate cycle)
As standard.
1 Common Artifact (mana fixing cycle)

Reduce Black mana symbol
Sorcery Uncommon
Put the top five cards of your library into your graveyard.
Fuse
//
Reuse 2 mana symbolGreen mana symbol
Sorcery Uncommon
Put an X/X green Ooze onto the battlefield, were X is equal to the equal number of creatures in your graveyard.
Fuse

1 Uncommon Split card, each half mono colour & one of each guild colour, w/ watermark on both sides

Sewer Grime 1 mana symbolGreen mana symbol
Creature-Ooze Rare
When Sewer Grime is scavenged, return it to your hand instead of exiling it.
Scavenge 2B/G(2B/G, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card’s power on target creature. Scavenge only as a sorcery.)
2/1

1 green rare w/ watermark

Versatile bones 1 mana symbolBlack mana symbol
Creature-Skeleton Common
Scavenge 1GB(1GB, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card’s power on target creature. Scavenge only as a sorcery.)
2/2

1 black common w/watermark

Maze Life 5 mana symbolGreen mana symbol
Creature-Elemental Common
:gaman:: Regenerate.
Multicolored creatures you control have “Green mana symbol: Regenerate.”
5/4

1 green (part of cycle B)

Sewer Demon 1 mana symbolBlack mana symbol
Creature-Demon Rare
Deathtouch, Lifelink
Tap symbol: Sewer Demon deals damage equal to its power to target player, then put a +1/+1 counter on Sewer Demon.
1/1

1 black rare w/o watermar
Mending touch reprint(it was a very nice green instant.)
1 green common

Wed, 2013-07-31 18:38
TheAmazingKamahl
TheAmazingKamahl's picture

A card in my new set, not sure if too good or not good enough.

TARTARUS
Legendary Land - Mythic
T, add B to your mana pool.
T,3BB, exile target nontoken creature you control and target nontoken creature your opponent controls.

Wed, 2013-07-31 19:56
Sgt Failure
Sgt Failure's picture

Bobthe6th:
I'm too tired to comment on each and every card that you put here, but you'll need to understand how hybrid mana works. For example, your legend gives black enchantment removal, which is out of color and flavor. Would it have been X mana symbolBlack mana symbolGreen mana symbol, it would have been fine. Right now it is wrong though. The same is with your sweeper, your mill card and other similar ones.

However, one card I will comment on is that mythic. Would I open that in a booster I would probably be happy, were it sealed, but to me it feels very un-mythic. The effect is rather dull, and for a six mana drop without protection or evasion it is probably better of as a rare. I would suggest making it somewhat along these lines:

Sewer Slime Black mana symbolGreen mana symbol
Creature - Ooze M Mana for MTG Extra
X mana symbolBlack mana symbolGreen mana symbol Exile each card in target player's graveyard with converted mana cost X. For each instant or sorcery card exile this way each opponent loses two life, for each creature card exiled this way put a 2/2 green Ooze creature token onto the battlefield and for each artifact and enchantment exiled this way you gain 2 life.
2/2

Kamahl:
Suffers from the same problems as Urborg, as in why would I ever not play this card, especially with the new legend rules. Feels very strong, way too strong infact.


A card a day keeps the goyf away!

Wed, 2013-07-31 20:14
Raznaak
Raznaak's picture

Bob: First of all, when you make a card playable with hybrid mana, remember that you should ask yourself :"Does this effect is available in this color only? In the other color?" If the answer of one of those question is no, then hybrid isn't the way you want that card to be. Hybrid should have the abilities and effects both colors have, or at least one of them and the other being a possibility (like, no enchantment destruction in red or black, but conditionnal creature destruction in white and green is ok.)

Sewer Slime: Nothing wrong there.
Landara: This is really strong, even as a 0/2. Make it only as a sorcery or something like that, maybe?
Flood of filth: Monogreen shouldn't normally receive -X/-X effects. So maybe 2 mana symbolGreen mana symbolBlack mana symbol?
Flood Ooze: Lords shouldn't be at uncommon, especially with this power level. Maybe X mana symbolX mana symbolBlack/green mana symbol or make it rare at X mana symbolBlack/green mana symbolBlack/green mana symbol.
Layer of Slime: You should work with counters with this one, as it could create memory issues. Even then, if you have some mana, this could turn some frail creatures with annoying abilities even more annoying, so maybe instead of the absorb X, make it a fixed number?
Dissolve: Nothing wrong there.
Trash day: Kinda weird. I get that Golgary like dredging, but again, monogreen and monoblack doesn't mill normally.
Reduce//Reuse: Nothing wrong there.
Sewer Grime: Yish. Reusable and reasonable-costed scavenging creature. I dunno how to feel about it.
Versatile Bones: Low-costed scavenge shouldn't be common, unless the creature is highly-costed.
Maze Life: Okay I guess. Otherwise, it's not "Regenerate.", it's "Regenerate [cardname]." if the card is regenerating itself or "Regenerate this creature." if the ability is given.
Sewer Demon: Oouch. It starts meek, but against a noncontrol deck, this could turn ugly reallly fast.

Wed, 2013-07-31 23:52
Bobthe6th

See, I like a Mythic with a real punch at base... and Green is the mana ramp color. With land searching, mana dorks, and such dropping it turn three-4 isn't imposible. I figure the abilaty to field an army of slime or deal decent damage, or even gain life was worth a big card. Also, the 6 toughness puts it out of easy burn and -1/-1 removal.

Landara: This is really strong, even as a 0/2. Make it only as a sorcery or something like that, maybe?
Flood of filth: Monogreen shouldn't normally receive -X/-X effects. So maybe 2 mana symbolGreen mana symbolBlack mana symbol?
Hows this?

Landara, Ooze Caller 2 mana symbolBlack/green mana symbol
Legendary Creature-Elf Druid Rare
X mana symbolGreen mana symbolTap symbol: Destroy target nonland permanent with converted mana cost X. Put an X/X green Ooze Creature token into play. Use this abilaty only as a sorcery.
0/2

Flood of Filth 2 mana symbolBlack mana symbolGreen mana symbol
Sorcery Rare
Put up to the top 5 cards of your library into your graveyard. All creatures get -X/-X until end of turn, were X is equal to number of lands in all graveyards.

Flood Ooze: Lords shouldn't be at uncommon, especially with this power level. Maybe X mana symbolX mana symbolBlack/green mana symbol or make it rare at X mana symbolBlack/green mana symbolBlack/green mana symbol.

The lords on Inostrad disagree with you. The group are 2/2 multi color at uncommon...

Flood Ooze 1 mana symbolBlack mana symbolGreen mana symbol
Creature-Ooze Uncommon
Ooze creature you control have +1/+1 and Trample.
1/1

Now it ties in more to scavenge, as at base it isn't doing much, but with some +1/+1 counters...

Layer of Slime: You should work with counters with this one, as it could create memory issues. Even then, if you have some mana, this could turn some frail creatures with annoying abilities even more annoying, so maybe instead of the absorb X, make it a fixed number?

Hows this?

Layer of Slime 1 mana symbolBlack mana symbolGreen mana symbol
Enchantment-Aura Uncommon
Enchant Creature
Enchanted Creature gains Deathtouch and absorb X(If a source would deal damage to Enchanted Creature, prevent X of that damage.) were X is equal to the number of land cards in all graveyards.

Could get nasty, but there are ways to render it useless... really tempted to add totem armor. It is burning a card and three mana to give limited protection... hope the deathtouch makes up for that.

Trash day: Kinda weird. I get that Golgary like dredging, but again, monogreen and monoblack doesn't mill normally.

Yeah, but I was adding a lot of Death rite shaman like abilities, and number of lands in a graveyard. Kinda a support card really.

Sewer Grime: Yish. Reusable and reasonable-costed scavenging creature. I dunno how to feel about it.

See, salvage always seemed overpriced to me. I really didn't like it as a mechanic personally. But, it was a requirement, and getting sent to the grave opens up a ton of removal... still I can see that it is powerful.

Versatile Bones: Low-costed scavenge shouldn't be common, unless the creature is highly-costed.

This better?

Versatile bones 1 mana symbolBlack mana symbol
Creature-Skeleton Common
Scavenge 2 mana symbolGreen mana symbolBlack mana symbol(2 mana symbolGreen mana symbolBlack mana symbol, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card’s power on target creature. Scavenge only as a sorcery.)
2/2

Maze Life: Okay I guess. Otherwise, it's not "Regenerate.", it's "Regenerate [cardname]." if the card is regenerating itself or "Regenerate this creature." if the ability is given.

so like this?

Maze Life 5 mana symbolGreen mana symbol
Creature-Elemental Common
:gaman:: Regenerate Maze Life.
Multicolored creatures you control have “Green mana symbol: Regenerate this creature.”
5/4

Wed, 2013-07-31 21:41
Raznaak
Raznaak's picture

Purrfect in my book.

Wed, 2013-07-31 22:02
Anuttymous
Anuttymous's picture

Bobthe6th
Landara - Green should not be able to destroy creatures. Playing monogreen, I could do so with this card.
Flood of Filth - This costs too much considering it doesn't help itself at all. Consider Drown in Flith which actually mills yourself four cards in an attempt to help. Yours should either mill some cards (four would be a good number too), or be as cheap as possible, i.e. Black mana symbolGreen mana symbol.
Flood Ooze - Could be a 2/2, or even 3/3 (if Ooze isn't a heavy tribal in your set).
Layer of Slime - Black tends not to get damage prevention, even if absorb seems in flavour. Absorb should be a strictly white/green ability. You could argue for it in black, however. I just personally don't think it should be. If it is, however, I'd suggest keeping it at rare/mythic.
Versatile Bones - Depending on which of the costs you're using for Scavenge (the on in the reminder text or before it), it should be fine. 4 mana ought to be okay.
Maze Life - Perhaps uncommon for its power level. If you want to be common, I'd say a 4/4, or 4/3.

Anuttymous the Gathering
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Wed, 2013-07-31 22:17
Bobthe6th

Bramble crush.
Was basing it on mutilate... though I could see adding in a self mill.
Well, it tecnicly is a 2/2, as it gives itself +1/+1. Also... Ooze is going to be the heavy Golgari tribe. Though I gues like 5 creatures isn't that big a deal.
See, I figure its more the Deathtouch half being black... yeah, I think this is getting another two color cost.
Gah bad copy pasta.
Based on the Maze X cycle... not known for being that great. So it is regenerate versus trample really...

Wed, 2013-07-31 22:21
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

Not sure why you mention Bramblecrush in the first line - answer to Anuttymous' first comment? In that case, read Bramblecrush again (noncreature) Winking smiley If I misunderstood you - just forget this comment Big smile

Wed, 2013-07-31 23:01
Lordpat
Lordpat's picture

Bob: Most tribal creatures I have seen have "Other xxx creatures you control gain +1/+1". Maybe you should follow that archetype.

"[Kids] don't remember what you try to teach them. They remember what you are."
~Jim Henson

Thu, 2013-08-01 22:35
Bobthe6th

Oh for... really? Oh yeah... land destruction. That was the weird portion I remembered.

Landara, Ooze Caller 2 mana symbolBlack/green mana symbol
Legendary Creature-Elf Druid Rare
X mana symbolGreen mana symbolBlack mana symbolTap symbol: Destroy target nonland permanent with converted mana cost X. Put an X/X green Ooze Creature token onto the battlefield. activate this ability only any time you could cast a sorcery.
0/2

This better? Now it is a combined effect... green and black anialation, and green creature creation. and at CMC+2 she can't fry everything... until late game were drops arn't CMC=Mana available.

Edit: removing "other" meant I didn't have to add trample above the ability. I guess it complicates the card a tad... but it saves 1-2 lines of text.

edit:
Flood of Filth 1 mana symbolBlack mana symbolGreen mana symbol
Sorcery Rare
Put the top 5 cards of your library into your graveyard. All creatures get -X/-X until end of turn, were X is equal to number of land cards in all graveyards.

also this seem better?

Wed, 2013-07-31 23:35
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

Now I like both cards (0/2 are a little "weird" stats in general in my eyes - might just be me, though), just some wording advice:

Landara: "... Ooze creature token onto the battlefield. Activate this ability only any time you could cast a sorcery."
Flood of Filth: you need to say "land cards". Permanents are only refered to as permanents when they are on the battlefield, as permanent spells while on the stack (quite obviously) and finally permanent cards in each other zone.

Wed, 2013-07-31 23:49
Bobthe6th

0/2 is more an issue of making the Dissolve on a stick easy to break, but not electrotrikery easy. Again very close to just making it a 1/1... but that is a little to fragile for a three drop.

also, good catch on those bits of wording... fixed I think.

Thu, 2013-08-01 01:36
Anuttymous
Anuttymous's picture

Flood of Filth - I would suggest having "put the top five" and not "up to", as it creates numerous complications. Not to mention, normally they're going to do all five anyway.

Anuttymous the Gathering
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Thu, 2013-08-01 21:30
Heads vs Tails
Best Mechanic of 2015
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I need to get read on this new keyword, whether its worthwhile and how far should it be taken. And how does it look on this first card. The mechanic will eventually be featured on creatures as well as sorceries.

Memory Harvest 2 mana symbolBlue mana symbol
Sorcery Blue mana symbol
Draw a card for each creature that died this turn.
Implant Blue mana symbol (rather than cast this spell you may pay Blue mana symbol and exile it implanted to target creature. When that creature dies cast this spell without paying its mana cost)
"Why let them go to waste?"

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Thu, 2013-08-01 22:55
Anuttymous
Anuttymous's picture

I think you've got the reminder text as good as it's going to be. Briefly, I'd suggest replacing the first instance of "spell" with "card from your hand", i.e. "Rather than cast this card from your hand". In my opinion, it'd be worthwhile, so long as you put it in the right setting, and the right set/block. I don't see why it would only be on creatures and sorceries, you could have this on every card type except instants and lands. And Memory Harvest looks great. Admittedly, I feel it would work better as an instant, purely because creatures don't die just in your turn. It could perhaps cost 1 mana symbol less, normally.

Alternatively, you could have "Implant Blue mana symbol (Blue mana symbol: Exile this card from your hand implanted onto target creature. When that creature dies, cast this card without paying its mana cost. Implant only as a sorcery.)
Then you have the generic "only as a sorcery" part, and can use instants and flash. As an idea, I may suggest only implant onto creatures you control, so that it doesn't become confusing trying to remember who implanted what. Or "When that creature dies, its controller casts this card..." That way you can play with cards that implant and hurt the caster, so you implant on your opponent's creature.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
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Fri, 2013-08-02 00:43
Lordpat
Lordpat's picture

I am doubting about this new ability, it probably isn't very good, though I hope it works. It is for a set I am developing.

Sunrise
Emerald Shaman 1 mana symbolGreen/wite mana symbol
Creature - Elf Shaman Colorless mana symbol
When ~ enters the battlefield, you may gain two life.
Sunrise Green/wite mana symbol (You may cast this for its Sunrise cost if a token creature entered the battlefield under your control this turn.)
1/2

Guardian Wolf Green mana symbolWhite mana symbol
Creature - Wolf Blue mana symbol
Sunrsie Green/wite mana symbol (You may cast this for its Sunrise cost if a token creature entered the battlefield under your control this turn.)
2/2

From the Leaves Green mana symbolGreen mana symbolGreen mana symbolWhite mana symbolWhite mana symbolWhite mana symbol
Sorcery Red mana symbol
Put a 6/6 green Wurm token with trample on the battlefield under your control.
Sunrise Green mana symbolGreen mana symbolWhite mana symbolWhite mana symbol. (You may cast this for its Sunrise cost if a token creature entered the battlefield under your control this turn.)

Watcha think? These are all pretty basic cards to show how the mechanic works. They are most likely gonna be changed.

"[Kids] don't remember what you try to teach them. They remember what you are."
~Jim Henson

Fri, 2013-08-02 00:52
Anuttymous
Anuttymous's picture

Sunrise - It's a good mechanic, in my opinion. It's balanced, in that you have to have played another creature this turn, therefore the cost reduction is weighed out by requiring at least another card, and likely more mana. I would suggest to be careful with including a way to trigger ETB without paying mana in your set, e.g. flicker, as it could make things very cheap. As for the cards themselves, they seem okay, though I think Guardian Wolf could be a 3/2, or 2/3. Also, From the Leaves should perhaps have an easier normal casting cost, but that's up to you.

Anuttymous the Gathering
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Fri, 2013-08-02 01:14
Sewn-Eye
Sewn-Eye's picture

@Heads vs Tails - Implant seems like a pretty cool ability! My only nitpick would've been the wording, but Anuttymous covered that perfectly. That said, I think Memory Harvest should cost 3 mana symbolBlue mana symbolBlue mana symbol. Maybe even make it an instant. 2 mana symbolBlue mana symbol just feels too little for something that could have absolutely tremendous payoff.

@Lordpat - Sunrise is a pretty narrow ability with what I feel is pretty minimal payoff. Unless you're planning on including a lot of permanents that pop out a token every upkeep, you're not going to be casting these spells much earlier than you normally would. You'd need to cast a 1 mana spell that produces a token (which have historically been unplayable) to be able to take advantage of Guardian Wolf's sunrise cost. On turn 2. When you could normally cast it.

Additionally, I'd recommend looking over all of Return to Ravnica block's token generators. Populate and sunrise are "second tier mechanics", or mechanics that only work if something else is present that's not normally there. Proliferate only does something if there are permanents with counters on them. Soulshift relies on there being Spirit cards in your graveyard. If you didn't draw at the beginning of every turn, miracle would be a second tier mechanic, because you'd need to find another way to draw cards. But because you do draw a card every turn, it's not.

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

Fri, 2013-08-02 13:05
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

I think I'll go with anuttymous's alternate wording as it is shorter once mine is fixed. additionally I'll add only implanting creatures you control as I forgot to make that fix since I last put this ability in custom keywords. And the reason I was going to limit it to creatures and sorcery was because I don't think I'll need any artifacts or enchantments with it, and the ability makes your spells instant speed and didn't think I'd need instants with it either.

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

Sat, 2013-08-03 03:06
Sewn-Eye
Sewn-Eye's picture

Djinn of Dreams 4 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Creature — Djinn M Mana for MTG Extra
Flying
When Djinn of Dreams enters the battlefield, if you cast it, choose up to three cards you own from outside the game not named Djinn of Dreams and put them into your hand.
5/5

or

Djinn of Dreams 3 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Creature — Djinn M Mana for MTG Extra
Flying
Djinn of Dreams enters the battlefield with three wish counters on it if you cast it. Otherwise, exile it.
Remove a wish counter from Djinn of Dreams: Choose a card you own from outside the game and put it into your hand. If there are no wish counters on Djinn of Dreams, exile it. Activate this ability only during your upkeep.
5/5

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

Sat, 2013-08-03 03:36
Raznaak
Raznaak's picture

Is it wanted that the second one is able to remove the counters in one go or not?

Sat, 2013-08-03 04:33
Sewn-Eye
Sewn-Eye's picture

Originally not, but I liked the flavor more of just blowing all your wishes in one go. Still, I don't really have a problem with restricting it to one-per-turn either.

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

Sat, 2013-08-03 05:28
Anuttymous
Anuttymous's picture

I would highly suggest the first version, as it's so much smoother and still makes sense flavourfully. Also, I'd suggest "if you cast it from your hand" as that's the term used on existing cards. I know that normally if you cast it it'll be from your hand, but there are some "cast it without paying its mana cost" that can cheat it out still. Also, "reveal those cards" needs to be in there.

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

Mon, 2013-08-05 02:47
Trace100
Trace100's picture

I need some help with the wording on this card. Basicly I want it to be usible to keep opponents from taking extra turns but. No matter how I word it, it just does not seem right.
Relentless Shadow Trap 8 mana symbolBlack mana symbolBlack mana symbol
Instant - Trap Red mana symbol
If an opponent takes an extra turn this turn, you may pay Black mana symbolBlack mana symbol, rather than pay Relentless Shadow Trap's mana cost.
Target player skips their next two turns.

@Sewn-Eye - Well its a funny thing there there is alot of cards in magic that can give you extra turns/phases and even some that can take phases away but. There is no card that just forces your opponent to skip a hole turn. About the only card that comes close from what I have seen is Lethal Vapors witch just so happens to be a black card. Also I didnt want to make it blue because its meant to be the anti-Time Stretch.

@Anuttymous - Thanks for your input I will have to keep thinking on how to word this one.

Sun, 2013-08-04 20:06
Sewn-Eye
Sewn-Eye's picture

@Anuttymous - Thanks! I'll take all that into consideration.

@Trace100 - Skipping turns feels way blue, considering they've got all the turn manipulation cards. This card seems all right, if all the mana symbols were blue.

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