The Wonderful, All-Encompassing Card Clinic

continued...
Fri, 2013-08-16 02:59
Anuttymous
Anuttymous's picture

I guess it's up to you. It's a new thing, so treat it how you want.

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

Fri, 2013-08-16 03:21
Eris Omnisciens
Eris Omnisciens's picture

It's getting messy, I suppose I'll just go for the keyword.

EDIT: Well, they all trigger at different steps, so it'd have to be pseudo, and thus, would take up even more space. Eh, I'll keep them as-is. Maybe omit the "from your hand" part because it's implied.

EDIT 2: So, I need to figure out a command-zone trigger for this one card.

The Hierophant (N/A)
Arcana Red mana symbol

0 mana symbol : Look at target player's hand.

I need a trigger for it to get put into the command zone. I already have the "7 cards or more in hand" clause on the High Priestess, who is a one-sided Howling Mine. Anyone have an idea for this card?

nolite rem conficere

Fri, 2013-08-16 03:43
Royart142
Royart142's picture

So I want to balance this card and clean the text up a bit .____.

Kindred spirits Blue mana symbolRed mana symbolGreen mana symbol
Blue mana symbol

Enchantment - Aura

When Kindred Spirits enters the battlefield attach it to two target creatures you control. Both creatures have +X/+Y where X is the other attached creatures’ power and Y is it’s toughness.
If one of the two attached creatures leaves the battlefield, repeat the same process with the remaining creature, ignoring all protections, and shuffle Kindred spirits onto it’s owners library.

It is, in the most radical of ideas, that we could find beautiful thoughts, something out of the ordinary, something sublime
My pride and joy:

Spoiler:

Fri, 2013-08-16 07:04
FelixCarter
FelixCarter's picture

Okay, so I'm finally tired of using Progenitus as my Commander for my Ally EDH deck and I decided to make my own WUBRG Commander. I want some second opinions on not only the card functionality and power, but also the art I'll be making for it. So here's the card:

Eadoin, Clarion Luminary White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Legendary Creature - Angel Ally Mythic Rare
Flying
Whenever Eadoin, Clarion Luminary or another Ally enters the battlefield under your control, you may copy target triggered ability you control. You may choose new targets for the copy.
4 mana symbol: Put a 1/1 white Soldier Ally creature tokens onto the battlefield.
“Friends are the family you choose.”
3/3

► First the card:

The name is Irish. Some source say it means "friend," others say "jealousy."
I will definately be rethinking the name. But I want it to be "friend" or "ally." Any ideas are welcome.

Is the combinations and synergy of abilities too powerful/weak? "Join the Ranks" put two 1/1 white Soldier Ally creature tokens onto the battlefield for 3 mana symbolWhite mana symbol. Eadoin’s ability only puts one for the same cost, but then her triggered amplifies one Ally’s triggered ability. Using her activated ability is more like one-and-a-half 1/1 white Soldier Ally creature tokens for 4 mana symbol.

Is the body too big/small? I thought of making her a sweet 5/5, but that seems too powerful for just a ’lil angel. Looking at Maelstrom Archangel, we see and evasive WUBRG with a big (albeit conditional) ability, but she's still a 5/5 and not even legendary... Eadoin’s not meant to solo or depend on her own strength, however. Maybe something in between? A 4/4 maybe?

I made it an option to copy the ability in the rare case that Eadoin’s ability is the only available one under your control at the time. This is to prevent an infinite loop that results in a draw, but I'm not sure if it was worded correctly. Also, should there be an "If you do," before "You may choose new targets for the copy"?

I'm pretty set with the flavor text. Other ideas were:

“In prosperity, our companions know us; in adversity, we know them.”
“By chance, we meet. By choice, we become friends.”

► Moving onto the art:

I've come up with six ideas. Obviously an angel in the foreground or dominantly the center focus of the image. I want to have Kekai Kotaki's Soldier Ally somewhere in the image, as well. Much like Emmara Tandris' art (even after her ability was given to Voice of Resurgence), I'm thinking of the soldier faded in the background or subservient such as Restoration Angel art depicts. Her "weapon" would be a banner.

1> Depicts Eadoin standing center with a Soldier Ally close by to answer her aid. Background would be broken fields with floating closed hedrons.

2> Depicts Eadoin standing pensively in the foreground with a Soldier Ally further off. Background would be mountain-scape with opening hedrons.

3> Eadoin depicted looking off and waving a Soldier Ally ahead. Background would be forest with tree-overgrown-pyramids.

4> Image depicting Eadoin flying close to POV while assisting a Soldier Ally grappling a nearby cliff. Background would be Emeria.

5> Eadoin depicted flying behind a Soldier Ally's shoulder. Background would be a jagged mountain-scape with fully-opened hedrons.

6> Image depicting Eadoin standing looking over-shoulder to ensure nearby Soldier Ally is still there. Background would be closed hedrons very close by.

Any combination of these elements is fine, as well. These are just concept sketches. Any other ideas are also welcome.

I'm partial to 3 & 4. My wife likes 2 & 4.

Fri, 2013-08-16 07:27
Trace100
Trace100's picture

First off the name and mana cost both seem fine.

Flying is a given with an angel but it feels like it could go for another effect. Maybe vigilance or lifelink.

"Whenever Eadoin, Clarion Luminary or another Ally enters the battlefield under your control, you may copy target triggered ability you control. You may choose new targets for the copy." I know what you were going for here but the wording of it seems strange I don't even know if it could work because of timing and what not. Maybe you could try something like this instead. If a creature entering the battlefield would cause an ability to trigger, you may copy that ability.

You could likely get away with 3 mana symbol for the token effect.

As for its stats I think you could make it a bit stronger I mean just as a example Sliver overlord is a 7/7 for the same mana cost and 2 very good abilities to go along with him. Also slivers have alot more tribal support then allies do right now and that is not likely to change anytime soon.

As for the are I rather like 1 and 2.

Fri, 2013-08-16 07:42
Anuttymous
Anuttymous's picture

Eris Omnisciens
The Heirophant - Whenever a player draws an extra card?

Royart142
Kindred Spirits - Non-Aura Enchantment "When CARDNAME enters the battlefield, choose two creatures you control. Each creatures gets +X/+Y, where X is the other creature's power and Y is its toughness." "When one or more of the chosen creatures leaves the battlefield, sacrifice CARDNAME." That is where I'd put this card at. Also, I'm not sure it needs to be three colors.

FelixCarter
Eadoin, Clarion Luminary - Clearly Ally-centric, but cards designed for specifics things are normally put at uncommon, especially is that thing is a creature type. See Merrow Rejeerey and Diregraf Captain. Of course, something like Slivers gets rares and mythics, so maybe. I can't really say, but my personal opinion is that it's a very awkward. I'd say you should definitely make the body bigger and drop flying because it seems tacked on and also nullifies one of the Allies a little. My opinion on the art is number 2, but they'd all look suitable (except maybe number 6, as that looks very... Pin-up-ey).

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

Fri, 2013-08-16 08:37
FelixCarter
FelixCarter's picture

@Trace100 & Anuttymous
Vigilance or Lifelink is a good idea. But I'm starting to rethink the flying due to what Anuttymous said. I agree that I shouldn't negate any of the allies effects, as they all should be necessary. On the flipside, Umara Raptor has flying tacked, as well. Both are included in my deck, and I don't feel this takes away from Seascape Aerialist effect. Umara Raptor might already have flying, but it's ability is focused on its Ally creature type and the +1/+1 counters it receives.
If I drop flying, I can pump her up to a 5/5 easy, but I'd also have to drop the Angel creature type. I don't think she should be a 7/7, as her ability is a sort of a double activated ability the Sliver Queen has. But I will agree that Sliver Queen has more tribal support...

Maybe I have the flavor and structure all wrong. Instead, what if I made it a "clique" of sorts (like Vendilion Clique)? Maybe 5 individuals or sisters represented in the art. Since it wouldn't be a single creature anymore, that would explain why it could be a 5/5 (most humans/elves/kors are 1/1, 2/2, or 3/3). Hell, in that case it could be a 7/7.

I think you're right the that ability could be dropped to 3 mana symbol. I just don't want it going off too often.

The ETB ability is actually based on Strionic Resonator, but requires an Ally ETB to actuate. Timing would be fine, I think. If you had Ondu Cleric on the battlefield and Eadoin enters the battlefield, you would place Ondu Cleric's ability on the stack first, then Eadoin's, targeting Ondu Cleric's ability. Eadoin would resolve first, copying Ondu Cleric which would then resolve and you would gain 2 life. Then Ondu Cleric would resolve for another 2 life. The result would be 4 life gain. When you actuate Eadoin's activated ability, a Soldier Ally would ETB. You would - once again - place Ondu Cleric's ability on the stack first, then Eadoin's, targeting Ondu Cleric's ability. The result would be 6 life gain.

Overall, the triggered and activated ability were made to be synergistic.

► If I keep it the way it is now, I'll probably end up using #2 for art, dropping the activated ability down to 3 mana symbol, and buffing her up to a 4/4 or 5/5.

► If I change her into a clique of sisters, She would retain the triggered and activated ability (3 mana symbol) and lose flying, but be buffed up to a 7/7. The art would be redone, obviously.

Thoughts?

Fri, 2013-08-16 14:14
Royart142
Royart142's picture

Sorry for putting a lot of cards in a short span of time :v but I just made this and... I think it's seriously broken

First this keyword.

Genesis: When this permanent enters the battlefield you may exile any number of other legendary permanents from the game. Double the number of counters on this permanent for each legendary permanent exiled this way.

I feel like this may need to be balanced but keep the ridiculous growth, very black-style "No cost is too high or risky"

Now the card :v

Morphisor, Winged Agony 4 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Legendary creature - Dragon Titan M Mana for MTG Extra

Flying, Lifelink, Genesis (When this permanent enters the battlefield you may exile any number of other legendary permanents from the game. Double the number of counters on this permanent for each legendary permanent exiled this way)

Black mana symbolBlack mana symbolBlack mana symbol: Remove target creature from the game. Morphisor, Winged Agony has all triggered and activated abilities of the creatures exiled this way.

It is, in the most radical of ideas, that we could find beautiful thoughts, something out of the ordinary, something sublime
My pride and joy:

Spoiler:

Fri, 2013-08-16 18:06
Trace100
Trace100's picture

@Royart142 Genesis is poorly worded the words Remove from game are no longer used on magic cards just exile is enough. Also the way it is worded at the moment would let you exile your opponents legendary permanents as well witch is a bit to powerful. Lastly the effect of Genesis makes no since because it only triggers when it comes into play and all it does is double the counters on the permanent but. The permanent in question wouldn't have any counters at that time to double.

Maybe something more like this

Morphisor, Winged Agony 4 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Legendary creature - Dragon Titan M Mana for MTG Extra

Flying, Lifelink, Genesis (When this permanent enters the battlefield you may exile any other legendary permanent. In that case for each counter on target permanent, put another of those counters on that permanent..)

Black mana symbolBlack mana symbolBlack mana symbol: Exile target creature. Morphisor, Winged Agony has all triggered and activated abilities of the creatures exiled this way.

5/5

@FelixCarter Ya that wording could likely work its just a bit confusing. You always want things to be as simple and clean as possible. As for weather to change the concept or not is really up to you both are fairly good.

Fri, 2013-08-16 22:47
Trace100
Trace100's picture

Alright I have a few more cards to go along with my Archive effect I would like some thoughts on. Just as a reminder Archive is a mechanic with the fallowing effect (While you’re searching your library, you may cast this card from your library for its Archive cost.)

Minds of Fire X mana symbolBlue mana symbolRed mana symbol
Sorcery M Mana for MTG Extra
Search your library for a instant or sorcery card with converted mana cost of X or less. Then you may cast it without paying its mana cost.
Archive—Blue mana symbolRed mana symbol, Discard X cards.

Twisted Tutor Blue mana symbol
Instant Uncommon
Search target players library for a card and reveal that card. Then that player shuffles his or her library, then put the card on the bottom of that players library.

Incendiary Strike Blue mana symbolRed mana symbol
Instant Colorless mana symbol
Incendiary Strike deals 3 damage to target creature or player. A creature dealt damage this way can’t be regenerated this turn.
Archive 1 mana symbolBlue mana symbolRed mana symbol

Fri, 2013-08-16 22:59
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

I like designing planeswalkers around certain themes. I was wondering if these abilities reflect the theme and colors and if it is balanced.

Dalton the Merchant 2 mana symbolRed mana symbolBlue mana symbol
Planeswalker - Dalton M Mana for MTG Extra
Starting loyalty: 3
+2 Loyalty: gain control of all permanents you own. You may give control of a permanent you control to an opponent.
-3 Loyalty: each player may put a permanent from their hand onto the battlefield.
-8 Loyalty: for each permanent you control you may exchange control of it with another target permanent.

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

Fri, 2013-08-16 23:05
Trace100
Trace100's picture

Hmm I like it the power level seems about right though its ultimate could use some tweaking. It does not matter how good a trader Dalton is there is no way he is going to get somebody to trade him their Avacyn for a basic land. Maybe something like for each nonland permanent you control you may exchange control of it with another target permanent. or maybe For each permanent you control you may exchange control of it with another target permanent of the same type.

Sat, 2013-08-17 01:06
Anuttymous
Anuttymous's picture

FelixCarter
Sliver Queen, Sliver Legion and Sliver Overlord are all 7/7 for 5. Yours could get away with it.

Royart142
Morphisor, Winged Agony - Genesis is too long and also doesn't make sense. If you just drop the double counter part. Although having something that exiles a creature when it enters and then has the ability to exile to target creature anyway...

Trace100
Minds of Fire - Turn 2 can be cast via a free search and then discard 5-7 cards easily and grab a powerful card. I'm not sure off the top of my head what's good at 7, but still sounds very breakable.
Twisted Tutor - Fairly unuseful, but occasionally helps. Don't see why it doesn't just exile it, to be honest.
Incendiary Strike - Not seeing the point of blue. That effect would be fine at just red. If it's blue because of Archive, why is there still blue in the mana cost.

Heads vs Tails
Dalton the Merchant - The -3 Loyalty looks a little dangerous. Consider that Hypergenesis is banned in modern, and those decks pretty much only aimed to get out a single baddie. Maybe -4 Loyalty, such that it's not immediate. Also, the ultimate seems a little high, I think it could be -7 Loyalty or even -6 Loyalty.

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

Sat, 2013-08-17 01:47
Jéské Couriano
Jéské Couriano's picture

Anuttymous) You forget that all three of those cards have a casting cost of White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol. Saying they're 7/7 for 5 is meaningless without mentioning that little tidbit.

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

Sat, 2013-08-17 02:04
Anuttymous
Anuttymous's picture

That's what the mana cost he's using is. I figured FelixCarter would be able to translate "5" into the context of his/her card, which is White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol.

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

Sat, 2013-08-17 02:56
FelixCarter
FelixCarter's picture

@Trace100

Minds of Fire - Call the Skybreaker would cause some first-turn grief as a 5/5 flyer. Cruel Ultimatum would just be cruel and Brilliant Ultimatum would be a choice of first-turn damnations. Sorin's Vengeance would start the game off pretty unfair and Wit's End would put you both with no hands!
I'm not sure if the fact that you'd be top-decking for a while after makes it fair, but it's definately worth the Mythic Rare status. I was gonna say make it a spell that "costs less than X," but I don't think that makes it any better. Stick out your tongue

Twisted Tutor - A card that would normally be useless acts as a great Archive actuator! While searching your library for a spell with Archive, grab another Archive spell and put that at the bottom of your library for later use! I want to say you could drop it down to 0 mana symbol with a color indication of blue, but only playtesting would see if this is fair. I think Terramorphic Expanse is more-or-less a free Archive tutor, so why can't blue have one, too?

Incendiary Strike - I agree with Anuttymous. Make the spell cost 1 mana symbolRed mana symbol or Red mana symbolRed mana symbol. But you should leave a Blue mana symbol in the Archive cost! I would say maybe even drop the Archive cost down to Blue mana symbolRed mana symbol? Might be too much, but if it's two colors, it limits the chances to use it already. Yes, it would be a better Incenerate in most cases, but whatev. WotC already does that frequently. Stick out your tongue

@Heads vs Tails

Dalton's first ability is "Brand" mixed with a shade of "Bazaar Trader". Both are red, which is in flavor. I don't like the second sentence wording, however, as "give" isn't used except for an Unhinged and Unglued card... Maybe, "You may have target opponent gain control of target permanent you control." It's longer, but worded more uniformely...
I think Dalton's second effect is very "Braids, Conjurer Adept"-esque. That's not a bad thing, but fits the color of blue. Turn 4 for the second ability makes sense.
Dalton's finale seems like a large, one-sided "Confusion in the Ranks" that has no regard to card type. It requires you have something to give if you want to recieve, so I think it would be okay to lower it, as well.

@Annutymous

I totally see what you mean, but I didn't like the idea of a 7/7 flyer. Maelstrom Archangel is WUBRG sitting at a 5/5 with flying and a conditional super ability. If I stick with an Angel creature type, I'll probably make her more like Maelstrom Archangel in terms of P/T. If I go with a clique and remove the flying, Slivers are the obvious model. I'm gonna hammer out some sketches of a few cliques and see what visuals and flavor I like more. Thanks again. :3

Sat, 2013-08-17 03:17
Trace100
Trace100's picture

@Annutymous & @FelixCarter - Ya I do think Minds of Fire may be a bit to powerful I may increase its cost a bit more. I had thought of giving Twisted Tutor a Archive 0 mana symbol but I felt that it could be a bit to powerful simply because of the cycle power that would have. As for making its mana cost just 0 mana symbol I didn't want to do this ether for the sake of flavor. Because its kind of a play on the old tutor cycle. Lastly I don't have a problem with making a better Incenerate its just I wanted to maintain its Colorless mana symbol rarity.

Anyway thanks for the feedback I will tweak them some more and see what I can come up with.

Sat, 2013-08-17 06:39
Eris Omnisciens
Eris Omnisciens's picture

So, I need an opinion on a few of these "Arcana" cards I've made.
They're all Major Arcana Tarot cards with the typeline Arcana, and go into the command zone.
The Fool:

Spoiler:
The Fool [N/A]
Arcana
If you control no permanents or have no cards but ~ in your hand, you may put ~ into the command zone.
3 mana symbol : Search your library for an Arcana card, reveal it, and put it in your hand.

The Magician
Spoiler:
As you cast your third spell of the turn, you may put ~ into the command zone.
2 mana symbol : Copy target instant or sorcery spell you control. You may choose new targets for the copy.

The High Priestess
Spoiler:
At the beginning of your upkeep, if you have more than 7 cards in your hand, you may put ~ into the command zone.
At the beginning of your upkeep, draw a card.

The Empress
Spoiler:
At the beginning of your end step, if you gained 10 or more life this turn, you may put ~ into the command zone.
If you would gain life, you gain twice that much life instead.

The Hierophant
Spoiler:
Whenever a player draws a second card, you may put ~ into the command zone.
0: Look at target player's hand.

The Chariot
Spoiler:
At the end of combat, if you attacked with 7 or more nontoken creatures, you may put ~ into the command zone.
At the end of combat, untap all creatures you control. After this phase, there is an additional combat phase.

The Wheel of Fortune (the wall of text)
Spoiler:
At the beginning of your upkeep, you may put ~ into the command zone.
2 mana symbol : Flip a coin. If heads, put a charge counter on ~.
At the beginning of your upkeep, if ~ has 3 or more charge counters on it, you may gain control of target permanent, then sacrifice a permanent at random.

Justice (screw you old magic cards, I'll have to name this The Justice D:)
Spoiler:
At the beginning of each end step, if you were damaged by 3 or more creatures this turn, you may put ~ into the command zone.
Tap three untapped creatures you control: Exile target creature.

I'm not gonna flood you guys with the rest right now. Anyways, I need opinions on balance, fun, and playability.

nolite rem conficere

Sat, 2013-08-17 09:17
Trace100
Trace100's picture

I got two new card for you guys to check out. I would like to know what you think.

Spoiler:

PS. I change Incendiary Strike's mana cost to 1 mana symbolRed mana symbol like you suggested. As for Minds of Fire I am still researching possible broke plays with this card. I will likely do some play testing to see how effective it really is.

Sat, 2013-08-17 15:09
FelixCarter
FelixCarter's picture

@Eris Omnisciens

The Fool - Only playable on your first turn (before playing a land) or if you have no card-advantage and you're top-decking late-game, The Fool really earns its name. I'm not sure if the Arcana tutor ability is too low, but only playtesting would prove otherwise. The flavor is very fitting.

The Magician - A three spell requirement does a good job of ensuring that The Magician won't likely come out early game... Unless a deck whips out some Memnites and Ornithopters. >.> In which case it would be very easy on turn one or two. But even then, all it gives you is a repeatable Reverberate/Twincast. I wanted to say that the requirenment should be X many instants/sorceries, but that makes it too particular and it would become very difficult to use. I think it should be fine as-is.

The High Priestess - Reminds me of Magus of the Library, for some odd reason. This, I would argue, needs to be changed. Playing The High Priestess turn one (after drawing a card) would give you a really big card advantage for the rest of the game that your opponents can't remove. Making the requirement higher would mean the deck would have to have Spellbook effects or draw a lot of cards in one turn.

The Empress - If you're already banking 10+ life on one turn, The Empress just adds that overkill we've all come to love/hate. I wanted to say that maybe the effect could be "Whenever you gain life, put a +1/+1 counter on each creature you control." But a "free" Boon Reflection is nothing to scoff at. This one will need some major playtesting in a lifegain-based deck. if you stick with Boon Reflection, why not add an ascention rule to it, as well? "At the beginning of your upkeep, if you have 200 or more life, you win the game."

The Hierophant - Telepathy is an interesting card. But if you're playing blue, you should already know what to expect from your opponent. Either way, I think The Hierophant should play the same way. remove the activated ability and just put "Your opponents play with their hands revealed." Doing so will usually put all your opponents against each other. If you wanted to be true to the flavor of The Hierophant and bring conformity to social standards, the effect would affect you, as well.

The Chariot - VERY powerful effect for free every turn. Much like The High Priestess, this is something that effects the game majorly and your opponent has no way of dealing with directly once it's into action. The requirment of non-tokens makes it more difficult to pull off, but the unlimited combat phases is too powerful. I would say try adding in a requirement for the extra combat phase. Maybe, "Whenever seven or more creatures you control attack, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase." But a Charioteer fights alone. If you want to fit the flavor more precisely, you'll have to follow the example Finest Hour sets...

The Wheel of Fortune - The representation of the original Wheel of Fortune was the intercession of random chance into the Fool's path, the underlying order that the Magician attempts to master, and The Sun reborn from the underworld. But the obvious representation is the forces that can help or hinder a seeker suddenly or unpredictably. The flavor fits, but I'm not sure if you need more charge counters. Definately needs more playtesting.

Justice - The idea is interesting. A kind of Catapult Master effect. I like the flavor in needing creatures to handle creatures. In the original flavor, Justice is a necessary, but not sufficient, step in becoming fully human. But - as such - I would argue more creatures need tapping. Exile is a very powerful effect, and cocaine is one hell of a drug.

Overall, I like the Arcana idea. Will these be oversized cards or regular size that shuffle into your deck? If they're oversized, how do they play?

@Trace100

Naida is a very interesting take on Kaalia, in my oppinion. I would say remove whales and make the effect similar to Ula's Temple (Kraken, Leviathan, Octopus, or Serpent creature cards). Also, drop the mana cost to 2 mana symbolBlue mana symbolBlack mana symbol or - dare I say - even 1 mana symbolBlue mana symbolBlack mana symbol!

Delta Myr is trying very hard to be Myr Superion, but being very weak comparatively. Try making it a 6/4 or 6/3 and playtesting it.

EDIT: Just drop Naida to 2 mana symbolBlue mana symbolBlack mana symbol. I think a 3/3 which focuses on a minority compared to other tribes deserves a low CC. Just my oppinion.

Sat, 2013-08-17 15:48
Trace100
Trace100's picture

@FelixCarter Thanks for the feed back.

I had thought about using Octopus for her effect but after researching it I found there are twice as many whales in the game then there are Octopus. Also what Octopus there are in the game there is not really any good ones.

Delta Myr basically already has a home in rockem sockem robots. Its basically a modern artifact rush/beatdown deck. Almost all their lands can make colorless mana and all their effects go off the number of artifacts you have in play. Myr Superion was much harder to cast because you needed a way to make him cheaper or have mana adding creatures.

I will think about lowering Naida's cost a bit but 3 mana would be pushing it. Because there are a lot of big dumb seamonsters in this game that their only problem is its hard to attack with them. Naida gets around stuff like "comes into play tapped" or "can only attack if" and that is very important with the types of creatures she drops. You can even do stuff like drop a Grozoth a 9/9 defender that lets you search out any number of 9 mana cost cards when it comes into play, witch there are a few other 9 mana cost Leviathans you could get.

Sun, 2013-08-18 03:18
Eris Omnisciens
Eris Omnisciens's picture

@Felix They go in your deck.
Yeah, I knew the High Priestess was going to be hard to balance once I drew out the howling mine effect.
I might change the Hierophant to have two abilities, one for you only to look, and one for that player to reveal (that way, you can manipulate politics more) I'm not sure how much flavor I'll want to add to him, though, to make him more playable. I mean, telepathy is one mana.
For the Chariot, that was a very embarrassing typo. I meant for it to happen only once per turn. That still might be too powerful.
For the Wheel, all I really did to playtest was assume that you flipped a coin as many times as possible each turn, and you didn't spend mana on anything else. I feel like 3 is right, because with any more, it's frustrating trying to get heads, and with any less, you can just screw people over.
For Justice, I chose three as a throwback to Hand of Justice/Gaze of Justice, but it may be too powerful. I'll mess with the numbers a bit.
@Trace I like Naida, but I think she might be a bit more in-flavor to be G/U. I mean, Kiora Atua and Simic and stuff. Even though the depths of the sea is more flavorfully U/B.

Like Felix said, Delta Myr just isn't worth it. It's a 4/4 for 2 that's hard to cast, yes, but even when you do cast it, it's not very exciting.

More Arcana cards I have:
The Hanged Man

Spoiler:
At the beginning of your end step, you may sacrifice three creatures. If you do, you may put ~ into the command zone.
Sacrifice a creature: Target creature's controller sacrifices it.

Death
Spoiler:
At the beginning of your end step, if ten or more creature cards are in all graveyards, you may put ~ into the command zone.
0: Put target creature card in a graveyard onto the battlefield under you control. You lose life equal to its converted mana cost.

(Note: I may change it to you lose half of your life, rounded down, instead, depending on balance and flavor. I like it being a stapled Reanimate, though, with the Avatar of Woe clause also.)
The Devil
Spoiler:
At the beginning of your end step, if an opponent lost 5 or more life this turn, you may put ~ into the command zone.
2 mana symbol : Each player loses 2 life.

The Moon (WIP)
Spoiler:
[some trigger goes here]
0: Target creature gains shroud until end of turn.
0: All creatures lose shroud and hexproof until end of turn.

(Note on the Moon: I intended for it originally to have something to do with enchantments, as in, illusions. But there's also the shroud thing it is right now that pretty much lets you manipulate how spells resolve. What do you guys think?)

Judgement

Spoiler:
At the beginning of your upkeep, if 10 or more creatures are on the battlefield, you may put ~ into the command zone.
8 mana symbol : Destroy all creatures. They can't be regenerated.

And finally...

Spoiler:
The World
Arcana M Mana for MTG Extra
At the beginning of your upkeep, if you control an Arcana, you may put ~ into the command zone.
At the beginning of your end step, if you control 22 different Arcanae with different names, you win the game.

What I don't like about it is that it's really hard to pull off, and if you get there, you probably won anyways. But if I make it any less, it's out of flavor. I don't really know what to do.

Edits:
Added a "5 mana symbol : Search your library for an Arcana card and put it into the command zone, or put an Arcana card from your hand into the command zone" to the Fool.
The Empress only needs 5 life to trigger.
Justice needs to tap 4 creatures to exile.

nolite rem conficere

Sun, 2013-08-18 07:24
Trace100
Trace100's picture

@Eris Omnisciens I had thought of making her green black blue at first to make her more in line with Kaalia of the Vast but. About all green really brings to the party is Simic Sky Swallower and like you said it does not really make since on the flavor side of things.

As for Delta Myr I just don't know any bigger for so little investment seems like a mistake. I mean there are a lot of good lands out there that can tap for colorless mana. There is also cards like Heartless Summoning, that would just let you drop them all for free. Maybe I could make him a 5/5 but add that he comes into play tapped.

Sun, 2013-08-18 12:00
Icarael
Icarael's picture

I've been brainstorming ideas for a fixed Modular, and this came to me:

Cannibalize (When {if has_pt() then "this creature dies" else "this permanent is put into a graveyard from the battlefield"}, you may move any number of counters on it to another permanent of the same type.)

I was thinking of having Cannibalize put a static number of counters on the permanent as it enters the battlefield, like Modular or Graft. However, if I were to put Cannibalize on artifacts, enchantments, and lands, there would be too many kinds of counters to take into consideration-- and I don't know how I'd code that into MSE.

Woodthresher Baloth 2 mana symbolGreen mana symbolGreen mana symbol
Creature-- Beast Colorless mana symbol
Woodthresher Baloth enters the battlefield with two +1/+1 counters on it if you control three or more Forests.
Cannibalize (When this creature dies, you may move any number of counters on it to another permanent of the same type.)
3/3

Powerstone Array 2 mana symbol
Artifact Blue mana symbol
Tap symbol: Put a charge counter on Powerstone Array.
Tap symbol, Remove a charge counter from Powerstone Array: Add one mana of any color to your mana pool.
Cannibalize (When this permanent is put into a graveyard from the battlefield, you may move any number of counters on it to another permanent of the same type.)

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

Sun, 2013-08-18 19:40
Eris Omnisciens
Eris Omnisciens's picture

@Icarael Well, I don't really understand the flavor of Cannibalize on artifacts. It might just be better to consider making a new keyword for artifacts et al. anyways.

nolite rem conficere

Sun, 2013-08-18 22:07
Vulgard
Vulgard's picture

Is this commander balanced?

Imira, The Fallen One 5 mana symbolBlack mana symbolBlue mana symbolRed mana symbol

Legendary Creature - Angel Mythic Rare

Flying, deathtouch, first strike
Whenever a creature enters the battlefield under your control, if it was put there from a graveyard, it gains haste and double strike until end of turn.
Flashback costs you pay cost 2 mana symbol less to pay.
Whenever you cast a spell from your graveyard, copy that spell and you may choose new targets for the copy.

4/4

Sun, 2013-08-18 22:55
bioplay
bioplay's picture

@FelixCarter: If it's not too late to comment on Eadoin, I would like to. Agreeing with Trace100, I think you could get away with a 4/4 flyer (Angel tokens are 4/4s) with one or two other keywords. I'm thinking a combination of two of these three: vigilance, lifelink, and first strike. I don't have a lot of experience with Allies, so I'm not going to comment there. I am partial to art #1 and #3.

To those of you who remember me, I'm glad to be back.
To those of you who don't or never knew me, I welcome any new friends. A happy smile
-------------------------------
And I forgot how short these sig

Mon, 2013-08-19 01:44
Trace100
Trace100's picture

@Vulgard For 8 maybe I mean she is fairly powerful but she is not very strong for her mana cost. I mean I guess we could compare her to other angels of the same mana cost like Akroma, Angel of Wrath and Avacyn, Angel of Hope. I wouldn't say that Imira is better then ether of these two. Though she does have a fairly big wall of text there so maybe making her a 5/5 and drop the last effect.

Mon, 2013-08-19 05:28
FelixCarter
FelixCarter's picture

@ Vulgard
I fully agree with Trace100. Her body looks a bit small. She doesn't need to focus on toughness, as she has first strike and deathtouch saving her from most crap she runs into. I would say a 7/4 would be what I would aim for. Maybe even a 7/3 if you think the former is too powerful.
First effect is pretty tight for undying/persist/or any spell that knocks creatures back into the battlefield.
I would just change the second ability and drop the last ability. Maybe change, "Flashback costs you pay cost 2 mana symbol less to play." to "Spells you cast from your graveyard cost 2 mana symbol less to cast."
The last ability can become a little weird if you end up casting a creature from your graveyard. You would need to specify what kind of spells would be copied if you end up keeping it. The wording would probably have to be, "Whenever you cast an instant or sorcery spell from your graveyard, copy it. You may choose new targets for the copy."

You are obviously aiming to have her buff everything graveyard-oriented. The first ability already covers spells and effects like persist, and the second ability - if changed to what I recommended - would cover flashback and unearth and the like. Think it all over and keep us updated!

@bioplay
Thanks for the input. :3 But if she ends up staying an Angel with flying, I'll beef her up to a 5/5 to match Maelstrom Archangel (except she's legendary and tribal). But she won't have any other effects, as other allies are meant to supply those (Joraga Bard for vigilance, Talus Paladin for lifelink, and Highland Berserker for first strike). I don't really mind that her flying makes Seascape Aerialist useless for her, seeing as Umara Raptor doesn't care either. Thanks for your input on the sketches, as well. :3
At some point, I'll hammer out some concept sketches if I end up transforming her into a group of people. As I said in an earlier post, she'd lose the creature type angel and the ability flying and become a 7/7.

Mon, 2013-08-19 07:18
Eris Omnisciens
Eris Omnisciens's picture

So, I'm playtesting a new type of card based off of the Major Arcana in Tarot. They have the typeline "Arcana", can't be cast, and go into the command zone from your hand when certain conditions are met. I need comments on a few of them.

The Hanged Man

Spoiler:
At the beginning of your end step, you may sacrifice three creatures. If you do, put ~ into the command zone.
Sacrifice a creature: Target creature's controller sacrifices it.

Notes: I need help wording this so it doesn't target. (A la Clone et al.) Having penultimate removal at the cost of one of your creatures' lives seems pretty in-flavor and fun to me.

Death

Spoiler:
At the beginning of your upkeep, if ten or more creature cards are in all graveyards, you may put ~ into the command zone.
0 mana symbol : Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.

(Note: I may change it to you lose half of your life, rounded down, instead, depending on balance and flavor. I like it being a stapled Reanimate, and the Avatar of Woe clause.)

The Devil

Spoiler:
At the beginning of your end step, if an opponent lost 5 or more life this turn, you may put ~ into the command zone.
2 mana symbol : Each player loses 2 life.

I think it might be a bit too powerful.

The Moon

Spoiler:
[some trigger]
0 mana symbol : Target creature gains shroud.
0 mana symbol : All creatures lose shroud.

(Note on the Moon: I intended for it originally to have something to do with enchantments, as in, illusions. But there's also the shroud thing it is right now that pretty much lets you manipulate how spells resolve. What do you guys think?)

Judgement

Spoiler:
At the beginning of your upkeep, if 8 or more creatures are on the battlefield, you may put ~ into the command zone.
8 mana symbol : Destroy all creatures. They can't be regenerated.
10 mana symbol : Exile all creatures.

Eh, I don't know. It's okay. But not much else.

And finally...

Spoiler:
The World
Spoiler:
At the beginning of your upkeep, if you own an Arcana, you may put ~ into the command zone.
At the beginning of your upkeep and end step, if you control 22 different Arcanae with different names, you win the game.

What I don't like about it is that it's really hard to pull off, and if you get there, you probably won anyways. But if I make it any less, it's out of flavor. I don't really know what to do.


nolite rem conficere

Mon, 2013-08-19 07:51
DemongodShinma
DemongodShinma's picture

@Eris, World: you could make the win condition be about the number of different arcana in all command zones.

Spoiler:
Spoiler:
Spoiler:
What am I spoiling?

http://s1212.photobucket.com/albums/cc451/demongodshinma/

Mon, 2013-08-19 08:21
Vulgard
Vulgard's picture

Thanks for the feedback!
Current version:

Imira, The Fallen One 5 mana symbolBlack mana symbolBlue mana symbolRed mana symbol

Legendary Creature - Angel Mythic Rare

Flying, deathtouch, first strike
Whenever a creature enters the battlefield under your control, if it was put there from a graveyard, it gains haste and double strike until end of turn.
Spells you cast from your graveyard cost 2 mana symbol less to cast.
Whenever you cast an instant or sorcery spell from your graveyard, copy it and you may choose new targets for the copy.

7/3

Well, I didn't drop the third ability because I personally like it. The card was basically fully graveyard oriented and I wanted it to buff every possible situation that interacts with graveyard, such as reanimation, flashback, undying, persist, unearth, etc. I think she is now balanced. Thanks again for the feedback.

Just to say, I am going to announce a new set soon. This set will be completely serious and I hope I will have energy to make all three sets of the block! 20 cards are already ready, today I'll be working hard to increase that number, and I will give you a first spoiler! Probably tomorrow.

Mon, 2013-08-19 09:13
FelixCarter
FelixCarter's picture

@Eris Omnisciens

The Hanged Man - You might be aiming for something like, "Sacrifice a creature: Target player sacrifices a creature of your choice." Maybe add on "that he or she controls." at the end? There's no official wording, as this is something that's never been done before, to my knowledge. Very powerful effect and would see a lot of play in token decks. I would change the condition to "At the beginning of your end step, if three or more creatures you control died this turn, you may put ~ into the command zone." But if that's the case, I'd probably up the number to five. Or maybe not. Token decks scare me. Stick out your tongue
But the original representation of The Hanged Man is that the destruction of self brings life to humanity. If you want to stick to flavor, there will need to be some life from all this death... Maybe give your poor opponent a saproling or 1 life? :T

Death - I would change the cost to 1 mana symbol to match Reanimate. I would also add at the end, "Activate this ability only any time you could cast a sorcery." to prevent unfair combat tricks with ornithopters and memnites.

The Devil - Remember that the flavor of The Devil is to represent a nearly inexhaustible source of energy. Battling The Devil is suppose to grant strength. If you keep it the way it is now, I would say change the effect to "1 mana symbol: Each player loses 1 life." I don't think it's all too powerful. If you're ahead on health and have the mana to burn, it'll just bring the game closer to an end. I've never been up against Pyrohemia or Pestilence Demon before, but I would guess it's pretty much the same idea. Only your opponent can't get rid of it. :/

The Moon - I think you should stick with shroud and even add in hexproof. The Moon represents dreams, and while I will agree that enchantments are the closest you'll get to dreams, this is one of the few cards I'd stray away from flavor for to make playable. The abilities should not be free, however.
I would say have the condition be related to the number of enchantments on the battlefield.
I recommend the ability "Creatures your opponents control with hexproof and shroud can be the targets of spells and abilities you control as though they didn't have hexproof or shroud." and "2 mana symbol: Target enchanted creature gains hexproof until end of turn."

Judgement - Repeatable board wipes will probable never be balanced, but you should at least follow Scourglass' example and add "Activate this ability only during your upkeep." Even then, this is something your opponent will never be able to deal with, which makes "fair" pretty difficult. I would make the condition VERY demanding. Something like "At the beginning of your upkeep, if you control ten or more creatures, you may put ~ into the command zone." But that might be too much. I don't think exile should be a repeatable option, unless you put it at 20 mana symbol and with the Scourglass condition.
But Judgement can also be interpreted to herald the return of individuals from the past. If you want to stay in flavor with Judgement, you'll have to model it like Living Death...

The World - The true flavor of The World represents an ending to a cycle of life, a pause in life before the next big cycle beginning with the fool. If someone puts all 22 Arcana cards into a 60 card deck, they're going to have a hard time playing that deck. I would say that The World shouldn't rely on the acquiring and completion of the Arcana cards, but rather an acquirement and completion of every permanent and basic land type... Or maybe an ending to those types, perhaps.
The first idea is the condition that The World cannot enter the command zone unless you have all five different permanents (artifact, creature, enchantment, land, and planeswalker) on the battlefield as well as all five basic land types (plains, island, swamp, mountain, and forest).
The winning condition is having all five different permanents and all five basic land types in your graveyard.
Death and rebirth. Or birth and death. Either way, you've come full circle.

Hope I helped. Stick out your tongue

EDIT

@DemongodShinma
Galactic Leyline - What does the purple color and mana symbols mean? I see that it's Mythic Rare, so having reminder text for this isn't really necessary, but I've never seen it before...
The condition of being in your opening hand is very similar to it's brethren leylines, and I think the extra card out of your hand does a fair job of balance.
The ability the Leyline grants needs to have conformity with wording, however. You use "play spells" and "cast" together. if you focus on spells, the correct word is cast. Lands - however - are played. Also, it is very difficult to keep track of creature, artifact, enchantment, and planeswalker spells cast from the graveyard unless they have counters put onto them. But then you'd be dealing with a wall of text.
You can change it to "Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to its mana cost."
And if you also want creatures, "Each creature card in your graveyard has unearth. The unearth cost is equal to its mana cost."

@Vulgard
Sounds good.But the OCD in me kicked in when I saw the last rule text. Melek, Izzet Paragon is almost the opposite of Imira in that he deals with the library instead of the graveyard. You can totally drop the "and" in the last rule text and just put a period before the "you may" if you want it to conform with pre-existing standards.
Also, please don't take offense. Stick out your tongue I'm just REALLY ocd when it comes to things being worded correctly. Good job and can't wait to see the spoiler. :3

EDIT EDIT: (I now think she needs to be an 8/4, but that's only because she's so expensive)

Mon, 2013-08-19 09:16
Katsumi
Katsumi's picture

I was looking through gatherer recently and was disappointed by the number of equipment enablers. Here's a few basic ideas I've thought of.

Village Blacksmith 2 mana symbolWhite mana symbol
Creature - Human Soldier Blue mana symbol
When Village Blacksmith enters the battlefield, search your library for an equipment card, reveal it, and put it into your hand. Then shuffle your library.
2/3

Blacksmith's Forge 3 mana symbolWhite mana symbol
Enchantment Red mana symbol
At the beginning of your upkeep, choose one — Search your library for an equipment card, reveal it, put it into your hand, then shuffle your library; put an equipment card from your hand onto the battlefield; or attach an equipment you control to target creature you control.

Wasteful Warrior 2 mana symbolRed mana symbolWhite mana symbol
Creature - Human Warrior Blue mana symbol
Haste
When Wasteful Warrior enters the battlefield, search your library for an equipment card and put it onto the battlefield attached to Wasteful Warrior. Then shuffle your library. At the end of turn, exile that equipment.
2/2

It's only after we've lost everything that we're free to do anything.

Mon, 2013-08-19 11:50
Anuttymous
Anuttymous's picture

Katsumi - Those seem okay, but I'd be particularly careful mixing tutor with cheating into play. I'd probably just not make the card.

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

Mon, 2013-08-19 15:37
Trace100
Trace100's picture

@Katsumi I agree with Anuttymous we don't to end up with another Stoneforge Mystic on are hands. On that note I think Blacksmith's Forge seems a bit too powerful. I mean tutoring out a equipment each turn or free dropping all the bomb equipment you already have over and over again is a bit much.

Maybe something like this.

Blacksmith's Forge 3 mana symbolWhite mana symbolWhite mana symbol
Sorcery Red mana symbol
Choose one — Search your library for up to two equipment cards, reveal them, put them into your hand, then shuffle your library; or put up to two equipment cards from your hand onto the battlefield.
Entwine 2 mana symbol

Or this

Blacksmith's Forge 3 mana symbolWhite mana symbol
Enchantment Red mana symbol
Equip costs you pay cost 2 mana symbol less to play.
You may activate equip abilities any time you could cast an instant.

Mon, 2013-08-19 16:42
DarwinSnake

I'm making a set called Phyrados, and I was wondering if this planeswalker was too "broken" or not.

Irnbrox, the Enslaver
3BBB
Mythic
Planeswalker - Irnbrox
Starts off with 5 loyalty counters
+2: Search your library for a black card, reveal it, and put it into your hand. Shuffle your library afterward.
0: Gain control of target black permanent.
-4: Destroy target nonland permanent. If it's black, its controller loses life equal to its converted mana cost.
-11: You get an emblem with "All cards are black at all times".

Spoiler:

Mon, 2013-08-19 17:27
Trace100
Trace100's picture

@DarwinSnake Seems a bit off in the balance area a tutor as a +2 Loyalty is a bit much maybe make it put the card on top of your deck or just make it a +1 Loyalty. The second ability is also a bit to powerful be it a bit narrow, maybe make it Target black permanent or at least make it a -1 Loyalty. Its -4 Loyalty seems fine to me. As for its -11 Loyalty its an effect that makes since for this card but its way to costly for the effect. Its basically doing the same thing Painter's Servant and/or darkest hour would do but far more costly. Lastly I don't really like the idea of 4 ability planeswalkers so I would just drop one of them but that is just me.

With all that in mind maybe something more like this.

Irnbrox, the Enslaver 3 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Planeswalker - Irnbrox M Mana for MTG Extra
Starts off with 5 loyalty counters
+1 Loyalty: Search your library for a black card, reveal it, and put it into your hand. Shuffle your library afterward.
-2 Loyalty: You get an emblem with "All cards that aren't on the battlefield, spells, and permanents are black in addition to their other colors."
-3 Loyalty: Destroy target nonland permanent. If it's black, its controller loses life equal to its converted mana cost.

Mon, 2013-08-19 19:06
Trace100
Trace100's picture

Hey me again I have been throwing around an idea for a new keyword I want to make some cards around and at the moment I got two different version of the ability. I was wanting to know if you think ether of these would be practical or not.

Spirited (This cards effect text cannot be lost or changed. This card can still gain new abilities.)

Spirited (This card is considered to have no effect text. Even when it is not on the battlefield. This cards abilities are still active and able to be used.)

To give you a good idea of what im trying to do here I will give you one of the cards that im working on. This card should work with both wordings.

Spoiler:

Mon, 2013-08-19 20:06
Eris Omnisciens
Eris Omnisciens's picture

For Eva, I think the Spirited clause should go before the Humility one. It makes more sense.

Hmm. It's an interesting idea, but seems kind of niche, unless the set is based around changing text. Probably will only go on a few cards, like Eva.

She's an interesting Lord. Might be too good. However, since she'll probably die in combat, it seems fair enough.

nolite rem conficere

Mon, 2013-08-19 20:23
Trace100
Trace100's picture

@Eris Omnisciens Thanks for the feedback I will keep that in mind.

Mon, 2013-08-19 22:07
DarwinSnake

I like the new version you made. I'll add that.

Spoiler:

Tue, 2013-08-20 15:08
Kyoril
Kyoril's picture

So I've started making a set, and found a problem after making two of my mechanics; both use different counters. So I'm looking for a way to rework either keyword to not use counters.

Steam Power <number> (This {if has_pt() then "creature" else "permanent"} enters the battlefield with {english_number_a(param1)} steam counter{if param1.value = 1 then "" else "s"} on it. At the beginning of your upkeep, remove a steam counter from it.)

Survive <foo>s (Whenever this creature would be dealt lethal damage or destroyed by {if param1.value = "instant" or param1.value = "artifact" or param1.value = "enchantment" then "an" else "a"} {if param1.value = "sorcerie" then "sorcery" else (param1)}, instead put two -1/-1 counters on it.)

Thanks for any help you're willing to give.

Tue, 2013-08-20 15:38
Trace100
Trace100's picture

@Kyoril I'm not sure I understand the problem its not that strange for two different effects in the same block/set to use counters. I mean they did it in dragons maze with green/blue and red/back.

Also im having a bit of a hard time understanding the effects.

Im guessing Steam Power is kind of like vanishing? Also Im guessing that Survive is kind of like a weaker persist? If im understanding them right maybe you could change Survive to something more like this. (When this creature dies, if it was enchanted, return it to the battlefield tapped.)

Wed, 2013-08-21 01:31
Eris Omnisciens
Eris Omnisciens's picture

Well, that would be kind of like Totem Armor, except the creature has it built-in, and multiples do not stack. So I guess not that similar.

I kind of like it though, because it hoses Aura removal.

EDIT: Okay, I just thought up a card, want to know what you guys think of it.

Orzhov Tax Collector 1 mana symbol White/black mana symbol White/black mana symbol
Creature- Human Cleric Red mana symbol
Extort
Whenever an opponent gains life, you gain that much life.
1/4
"The Obzedat has beneficently decided to reduce taxes to 100%. Be grateful!" -Jozica, Orzhov Enforcer

I might want to change it to instead say "half that much life, rounded up" if this is broken. Just throw in Vizkopa Guildmage to pay 3 and null anything. Or, if it has doublestrike, gain life equal to its power.

nolite rem conficere

Wed, 2013-08-21 02:00
Trace100
Trace100's picture

@Eris Omnisciens I wouldnt say its broken but could use a bit of tweaking. Maybe something like "If a spell or ability your opponent controls would cause its controller to gain life, You gain that much life instead." That way you cant force your opponent to gain life so you can gain massive amounts. Also this way in the event that your opponent had one as well it would just cancel out rather then make both of you gain unlimited life.

On that note maybe make it a Mythic Legendary creature rather then just a rare.

Wed, 2013-08-21 02:21
Sewn-Eye
Sewn-Eye's picture

I think the Orzhov Tax Collector is fine. It's a Basilica Guards with a pretty situational ability. I might even just make it steal their lifegain. As in, "If an opponent would gain life, you gain that much life instead."

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

Wed, 2013-08-21 10:07
Desperare

Hi there!

I just downloaded the maker and tried to make a playable deck without being op and would like to
read about your opinion about it. If some cards are too strong or just doesn't fit right. As a matter of fact
i oriented myself through my Light and Darkness Yugioh-Deck(yeah, I know. Not everyone likes that cardgame)but he,
i thought it would be interesting Winking smiley

info: Most of the pictures are from deviantart.com and the name of the artist should be on every card. (sry my english, I#M german ;3)

creatures:

sorcerys, enchantments and instants:

nonstandart land:

Wed, 2013-08-21 10:52
Lordpat
Lordpat's picture

I like the synergy going on but the Apostle of the End with that aditional casting cost is horrifyingly powerful. You can play this card on turn one with Entomb. My advice would be to increase that additional casting cost.

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

Wed, 2013-08-21 11:29
Desperare

Thanks Lordpat!

I kinda thought the same thing but then again, these cards will NEVER be mixed with "real" magic cards. SO i thought it would be ok Winking smiley

Besides, the Apostel need TWO creature cards (one black, one white) in the graveyard.