The Wonderful, All-Encompassing Card Clinic

continued...
Wed, 2013-09-04 19:15
Bobthe6th

At the same time... that means holding a mana. So different tactical choice for a very similar effect. Not as much the difference between seal of fire and shock(better comparison is with lightning bolt).

Wed, 2013-09-04 19:27
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

I like Guardian Umbra for that exact reason. Obviously no tier1-spell (Aura-Hexproof decks propably have better options) in Constructed, but very nice in Limited at least.

Forgefeeder's selfdamage might be a nice flavor touch, but has literally no downside (so feels mostly useless concerning gameplay). Looks quite strong compared to Mirrodin's mana myrs..

Pride of Axtony: I love the card, even if I'm a litte curious about crew. The way it's worded right now, it's 100% downside - and you should never keyword downside mechanics..

Wed, 2013-09-04 19:47
Sewn-Eye
Sewn-Eye's picture

@Bobthe6th - The problem with Guardian Umbra is that it's worse than the other three 1 CMC totem armor Auras, and strictly worse than the green one, which also provides +1/+1 and reach.

@Parakus - Forgefeeder is way too good at common (it's better than Utopia Tree). And I'd just keyword board like this:

Board 1 mana symbolWhite mana symbol (1 mana symbolWhite mana symbol: Target non-Ship creature you control boards this Ship. This creature can't attack or block unless it's boarded.)

... Or something along those lines.

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

Wed, 2013-09-04 21:08
Parakus
Parakus's picture

@Daij_Djan: Hm, true. What if I gave Forgefeeder Wither, or just replaced the 'deals one damage' clause with 'put a -1/-1 counter on ~.'? Without the right cards, you would get at most three uses out of it. I don't know if that would solve the balance issue, but I make that my counterproposal.

As for Crew, the mechanic itself is a drawback of sorts, but other cards I've planned out give or receive bonuses when they're crewing a Ship.

@Sewn-Eye: That's more or less how I had it worded on the last page. The general consensus seemed to be that allowing a creature to board a Ship at instant speed was undesirable from a balance standpoint.

The very existence of flamethrowers proves that someone, somewhere, said to themselves "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

Wed, 2013-09-04 21:21
ThisisSakon
ThisisSakon's picture

You could say 'board only as a sorcery' to fix that easy.

And the problem with Guardian Umbra is that even in limited, if they have an instant speed kill spell the creature is toast. With Mending Touch, you can crash away with the desired creature and draw out an opponent's removal. But with the Guardian Umbra, your opponent would either need to be tapped out or topdecking in order to ensure it sticks. And even if it does stick, Totem armor doesn't protect from any sacrifice effects.

Wed, 2013-09-04 23:35
master creator
master creator's picture

Okay an extra card I made for the make a legendary creature game that I almost used as my entry

Geralf, Grand Sticher 2 mana symbolBlue mana symbolBlue mana symbol
Legendary Creature-Human Wizard Red mana symbol
Blue mana symbol: Put a 1/1 blue zombie token with devour 1 and "this creature has flying as long as it devoured a creature with flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, intimidate, infect, indestructible, and vigilance."
3/3

hey everone im back Big smile

Wed, 2013-09-04 23:44
ArcAngle

@Master Creator:
That Geralf is a mythic rare. 3/3 for 4 with an ability is above the curve for blue, and then the ability! Extremely flavourful, but it can be played as many times as you can each turn. So either you have a one giant zombie with number abilities and a bunch of little ones or a bunch of midsized ones with different abilities. There is a lot of extreme board complexity right there.
Perhaps:
Geralf, Grand Stitcher 2 mana symbolBlue mana symbolBlue mana symbol
Legendary Creature - Human Wizard Rare
1 mana symbolBlue mana symbol, Tap symbol: Put a 1/1 blue zombie with devour 1 into the battlefield.
2/2

Spoiler:

Thu, 2013-09-05 00:10
Eris Omnisciens
Eris Omnisciens's picture

@master The fact that you can run him in mono-blue seems wrong. In addition, he's definitely mythic rare.

Anyways, I still haven't gotten a response on my haste mana dork D:

[name] Red/green mana symbol Red/green mana symbol
Creature- Elf Druid
Haste
Tap symbol : Add Green mana symbol or Red mana symbol to your mana pool.
1/1

nolite rem conficere

Thu, 2013-09-05 00:18
master creator
master creator's picture

@ArcAngel and Eric: points taken i will definitely make him mythic and he's supposed to tap to put out zombies

@Haste dork: hmm interesting idea but ik not sure i a correct flavor can be brought by a good name definitely a gruul card maybe

Gruul Elf
Or
Lanowar Hertic
The second name would need some good FT

hey everone im back Big smile

Thu, 2013-09-05 00:31
Kyoril
Kyoril's picture

So, now that the Planeswalker contest is in judging, and my entry doesn't seem like it's going to do well anyway, how would this guy work for Commander? Could it be a general, even thhough it's not a Legendary Creature until transformed? I'm guessing probably not, though my EDH rules knowledge isn't very extensive. Please ignore this if it's against the rules of the contest(s).

Spoiler:
Tovolar, Seeker of Blood 1 mana symbolBlack mana symbolRed mana symbol
Planeswalker - Tovolar M Mana for MTG Extra
+2 Loyalty: Until your next turn, the next time Tovolar would die, transform it instead.
-3 Loyalty: You get an emblem with “Whenever a creature or a planeswalker you control is put into a graveyard from the battlefield, it deals 1 damage to target opponent.”
-8 Loyalty: Each creature and planeswalker you don’t control deals 2 damage to its controller. Then destroy those permanents.
[3]
//////
Tovolar, Mondronen Alpha (Black/red mana symbol)
Legendary Creature - Werewolf Shaman M Mana for MTG Extra
Haste, first strike
Whenever Tovolar attacks, it deals 4 damage to defending player. Whenever a creature that player controls blocks this combat, Tovolar deals 2 damage to it.
At the beginning of each upkeep, if two or more spells were cast last turn, transform Tovolar and put a loyalty counter on it.
4/3

Additionally, here are two keywords that've been bouncing around in my head for a while. I'm not sure that they're really that great, but perhaps interesting.

Critical Strike
Critical Strike
Whenever this {if has_pt() then "creature" else if contains(card.super_type, match: "Instant") or contains(card.super_type, match: "Sorcery") then "spell" else "permanent"} deals damage, you may roll a six-sided die. If you do, and you roll a ]6[, this {if has_pt() then "creature" else if contains(card.super_type, match: "Instant") or contains(card.super_type, match: "Sorcery") then "spell" else "permanent"} deals twice that much damage instead.

This originally had the number of sides rolled as a parameter, but I thought this would be simpler with a set number, both for design and execution, since I'm guessing that most people out to play Magic won't have d4's or 10's or whatever number is necessary on hand without previous preparation. A wording question, is the part about rolling a six correct? Or is there a better way?

Prowess
Prowess <number>
Whenever this creature attacks, you may flip {english_number_a(param1)} coin{if param1.value != 1 then "s"}. For each flip you win, this creature gets +1/+0 until end of turn.

Pretty happy with how this one turned out, I think I like it quite a bit better than Critical Strike, and it's certainly shorter.

While I know that 'random' mechanics like this are not generally well liked in Magic, I think these might be okay, since I tried to make them all upside, as opposed to risk/reward based. If possible, I'd like to know how balanced they are, and which colors, aside from red, that they'd fit into, baring some sort of block theme. I feel like Critical Strike might be way too swingy if done right.

Thu, 2013-09-05 00:41
master creator
master creator's picture

Those mechanics, flavor wise at least, would fit well in white as well but those, ability wise, are both red and only red

hey everone im back Big smile

Thu, 2013-09-05 01:02
Lordpat
Lordpat's picture

I like them. My only complaint is with prowess. I don't know how many coins are gonna be flipped, but please keep it small. You don't want the game to be constantly broke its phase to flip a billion of coins. Another option maybe would be "Prowess <number>: whenever this attacks, flip a coin. If it heads this gains +X/+0 until the end of the turn."

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

Thu, 2013-09-05 01:13
Eris Omnisciens
Eris Omnisciens's picture

He can't be a general because you can't cast the legendary side of him.

Critical Strike: Hmm. Interesting. I'd like to see a Hellspark Elemental-like creature with Critical Strike.
Prowess might be too powerful if you flip any number more than 3 coins.

I like random mechanics. At one point I even considered making a set based around Chance. If that's what you're doing, I can send you a few cards that I thought were okay and see what you think.

nolite rem conficere

Thu, 2013-09-05 01:32
DucksGoMooful
DucksGoMooful's picture

Right now I'm working on a mechanic called Transference in which, flavourfully, a creature you control dies and its spirit is transferred to one of your other creatures, "living on" in the form of +1/+1 counters. I'm think it should only be available once per creature. I'm planning on accomplishing this by having something similar to the Soul Gems in Skyrim, with different creatures capable of holding only so much soul before becoming full. Common creatures will have maybe a limit of 1 or 2, while rare/mythic will have much higher limits.

However, I'm having a bit of trouble with how to word the keyword, specifically with only allowing one creature to receive the transfer per creature death.

I was thinking something more along the lines of

Transference <number> (Whenever another creature dies, if this creature isn't filled, put {param1} +1/+1 counters on this creature and it becomes filled.)

I'm not sure about how to limit it, which is why I'm posting here. I'm also not sure about how strong this mechanic is (I'm very inexperienced at making cards/mechanics) so criticism would also be appreciated.

Thu, 2013-09-05 01:44
ArcAngle

Transference reminds of scavenge a lot, but Wizard's didn't push scavenge that hard, so I don't know how much it will help with your balancing. If transference is the only thing that uses +1/+1 counters, I'd write it like this:
Transference <number> (When this creature dies, put <number> +1/+1 counter(s) on target creature you control without any +1/+1 counters on it.)
Putting limits on how many bonus a creature can get is un-fun, and this will trigger only once for each creature, where as your version lets any creature you control get the bonus.

Spoiler:

Thu, 2013-09-05 01:54
Eris Omnisciens
Eris Omnisciens's picture

I think a better way to do Transference, instead, to make it more balanced (compare to Scavenge/Evolve) and the flavor make a bit more sense to me:

Transference <number> (Whenever another creature dies, if this creature isn't filled, put a +1/+1 counter on it. This creature is filled as long as it has {param1} or more +1/+1 counters on it)

It also seems better in terms of the Soul Gem analogy, albeit there is no difference between a 1/1 and an 8/8 dying.

nolite rem conficere

Thu, 2013-09-05 02:01
DucksGoMooful
DucksGoMooful's picture

@ArcAngle I had a sort of inspiration from Monstrosity, and I did think about putting the trigger on the dying creature rather than other creatures. I haven't really started looking at other parts of the set yet, so I'm not sure if Transference will be the only thing that uses +1/+1 counters. I like how you've worded it though, so thank you for that A happy smile

EDIT: @Eris Interesting idea as well. I think I like that better. In that case as well, if say it's an 8/8 dying and you have lots of creatures, it can fill more than one creature. It just takes up a lot of space on the card.

Are there any problems you can foresee with this becoming too powerful? Anything would help.

Thu, 2013-09-05 02:02
ArcAngle

My main concern it that the way that you had written the ability, or with ErisOmnisciens's version is that it will trigger for each creature you control when any other creature dies. Yes, I would like to doom blade my opponents utility creature and boost all of my creatures. Maybe a clause like: "Only one transference ability can be triggered by a given creature death." and limit it to only the creatures you control dying.

Spoiler:

Thu, 2013-09-05 02:05
DucksGoMooful
DucksGoMooful's picture

Sorry, when I originally posted it I meant to have it read "a creature you control". My mistake.

Thu, 2013-09-05 04:10
Eris Omnisciens
Eris Omnisciens's picture

Oh, right. It lets one soul fill two creatures. Hmm. I don't know how you can word it so that only one Transference can trigger at a time. Because, say, if your opponent had one, then the soul would be split regardless of how you word it, as you can't pass priority between you and your opponent like that, at least, i don't think.

nolite rem conficere

Thu, 2013-09-05 10:07
Anuttymous
Anuttymous's picture

master creator
Geralf, Grand Stitcher - Should require Tap symbol otherwise you just pump out 1/1s faster than Meloku the Clouded Mirror, and that was considered really powerful.

Eris Omnisciens
[name] - It seems like a perfectly okay card, although, I don't think red should be able to get this. I'd cost it Red mana symbolGreen mana symbol, and not hybrid.

Kyoril
Tovolar, Seeker of Blood - Just so you're aware, that -3 Loyalty wouldn't trigger off itself, as it's already in the graveyard by the time it resolves and gives you an emblem. Also, I think this card as a whole is too good for just three mana, as it has a +2 Loyalty that makes it basically unkillable (you just don't want to kill it and make it more powerful), so it forces awkward attacking to try lower it from the ultimate without killing it. IT's an awesome design, but I think it needs to be at least 4 mana, maybe even 5. That or weaken the other side considerably.
Critical strike - I'm not a fan of bringing miscellaneous items into the game. Additionally, if this is happening every time you deal damage, then you're going to spend a tonne of time rolling dice, and the game is meant to be faster than that would allow.
Prowess - See above.

DucksGoMooful
Transference - Works a lot like monstrosity, but I like this more, I think. You could also make it trigger only when the creature kills another, like soul gems, but that'd probably take too much wording. I would definitely suggest adding "you don't control", otherwise sacrifice effects become so good. As for the number, it just depends on the card and how big you want it to be.

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

Thu, 2013-09-05 21:47
Vulgard
Vulgard's picture

Desecrate 3 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol

Sorcery Rare

Each land target player controls becomes a Swamp and gains "At the beginning of your upkeep, you may pay 2 life or sacrifice a creature.. If you do, tap this land and add one mana of the color of your choice to your mana pool."

Razed Hedron

Land - Hedron Rare

Tap symbol: Add 1 mana symbol to your mana pool. Tap symbol, Sacrifice ~: Return target creature card from your graveyard to your hand. This turn, it costs 1 mana symbol less to cast.

Underwater Rift 2 mana symbolBlack mana symbolBlue mana symbol

Enchantment Uncommon

Whenever a creature attacks or blocks, flip a coin. Removr that creature from combat and it gets -1/-1 until end of turn if the coin ends up heads.

Thu, 2013-09-05 23:34
FelixCarter
FelixCarter's picture

@Vulgard
Desecrate needs an emblem to keep track of new swamps that enter the battlefield after the sorcery. If you don't want it to effect new swamps, then you'll have to take a hint from Obsidian Fireheart and use counters instead of an emblem. But you'll need a way to keep track somehow.

In addition, you'll want to make the option accessible during the first precombat main phase instead of the upkeep, otherwise all the mana will dissapear unless they use it on an instant (I'm not sure if this was your intention).

TLDR:
Desecrate 3 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Sorcery Rare
Target player gets an emblem with "Lands you control are Swamps and have 'Tap symbol, Pay 2 life or sacrifice a creature: Add one mana of any color to your mana pool. Activate this ability only at the beginning of your precombat main phase.'"

or

Desecrate 3 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Sorcery Rare
Put a mire counter on each land target player controls. For as long as those lands have a mire counter on them, they are Swamps and have 'Tap symbol, Pay 2 life or sacrifice a creature: Add one mana of any color to your mana pool. Activate this ability only at the beginning of your precombat main phase.'"

EDIT: Drop the "Activate this ability only at the beginning of your precombat main phase" and just make it "Activate this ability only any time you could cast a sorcery." It's easier-ish.

Thu, 2013-09-05 23:07
master creator
master creator's picture

Desecrate: this would cause memory issues with which lands are swamps and which ones aren't best solutions I can think of either make it an enchantment or make it put some sort of desacrated counter or something like that

Razed Hedron: nice enough not much to say

Underwater Rift: Coins ehh they can get annoying and that ability is strange and it should be worded "flip a coin. If its heads remove that creature from combat, it gets -1/-1 until end of turn" still a very strange ability though

hey everone im back Big smile

Thu, 2013-09-05 23:12
Trace100
Trace100's picture

@Vulgard I agree with Felix Desecrate does not work to well as it is now the biggest problem being that adding mana at your upkeep has to be spend during your upkeep. Witch is a bit hard to do for alot of decks. Also any card that can single handily lock a player out of their mana base is just mean. I feel wizards have learn to not make cards like this anymore.

Thu, 2013-09-05 23:25
FelixCarter
FelixCarter's picture

I was going to say the exact same thing concerning mana lockout, but the ability it grants lets you bypass the lockout with either 2 life or a creature. I agree that it's pretty mean, but not Iona mean. Not quite. Stick out your tongue

Fri, 2013-09-06 00:32
Trace100
Trace100's picture

Alright I got a few new cards I want a 2nd opinion many of these were cards I made in the forum games that I have improved. I also have an idea for a new ability that I would like some thoughts on.

The new ability is Tenacious (When this creature would die, you may exile two creature cards in your graveyard that share a color with this card. to return this creature to the battlefield.)

Here are the new cards. On a side note Kolthose is more of a space filler name and if anyone can come up with something better I will gladly use it. Also am having trouble downloading the new enchant creature templates so that would be why I am not using it here.

Spoiler:

Fri, 2013-09-06 00:46
ArcAngle

Simic Seer is nice. Evolve and Graft would work really well together. Not entirely sure why it's an artifact creature, but otherwise nice.
Souls of the Underworld doesn't feel right to me. As a bestower, it needs to gives its p/t to the enchanted creature, but when it becomes a creature it doesn't be much except be a sacrifice outlet. Maybe I'm just not W/B...
Kolthose is really really good. This what I want to see Thesos's monstrous creatures doing.

Spoiler:

Fri, 2013-09-06 00:59
Kyoril
Kyoril's picture

I'm thinking of making a smallish block based on planeswalkers, and was trying to come up with a mechanic that lets me use enchantments (currently Aura Sparks)to change creatures into planeswalkers, but I'm having trouble making it work efficiently. Here's what I have so far:

Ignite
(Target an unignited {param1} as you cast this. This card enters the battlefield attached to that creature. Put {card.loyalty} loyalty counter{if card.loyalty != 1 then "s"} on it. Ignited {param1} is a planeswalker with all loyalty abilities of this card.)

I feel like it's too long, fourish lines on the planeswalker frame, and there are some problems with it. Firstly, I don't like how "unignited" sounds, but i don't know how else to say it. Secondly, I don't want the creatures to be creatures while ignited, but I want them to be able to change back if the enchantment is destroyed or whatnot. Is there an easy way to do this?

What I want them to look like


Anuttymous: Concerning Tovolar, for the -3 Loyalty, I figured that would be the case, but I thought it'd be ok anyway, and didn't really want to put in the effort to make it work like that. As for the first ability, it's at +2 Loyalty to make him harder to transform, but you make a good point, so I'm thinking of lowering that to +1 Loyalty. Additionally, he's been raised to cmc 4. Lastly, I changed the first ability to "Until your next turn, the next time Tovolar would die, remove all loyalty counters and transform it instead.", to prevent destroying him from granting more counters when he transforms back. Overall, better, or not much of a change?

As for the mechanics, I figured that Critical Strike would be a no-go, but if I changed Prowess to +<number>/+0 instead of based on the number of heads (changing it to just one coin), would that potentially speed it up enough to be usable?

Fri, 2013-09-06 02:21
Eris Omnisciens
Eris Omnisciens's picture

@Kyoril To fix aura destruction, you have to have the line "When this Enchantment leaves the battlefield, enchanted creature loses ...". Also, there's multiple problems with it.

First, what of Planeswalker Subtypes? As is, if I say, Spark a Grizzly Bear, I'd have to sacrifice all my other bears.

Next, allowing anything to become a Planeswalker is kinda taboo. Planeswalkers are ALWAYS mythic regardless of power level as a testament to this. They're supposed to represent iconic, powerful beings, not any random Joe. I feel like rare, or uncommon planeswalkers are kind of the equivalent of a spell that recurs unconditionally from exile or destroys emblems.

nolite rem conficere

Fri, 2013-09-06 03:52
Kyoril
Kyoril's picture

That's the point of making planeswalkers into a block theme. I have a sorta halfbaked reason for the rarities, don't worry. Regarding the subtype, I was planning on making a tribal-esque supertype for planeswalkers to remove the legend rule. Also, in this case I could remove 'in addition to its other types' and it would cease to be a bear, or have any sub type, and remove most of this problem. Obviously it still needs quite a bit of work, but I think it can be done.

Fri, 2013-09-06 10:28
Anuttymous
Anuttymous's picture

FelixCarter
Desecrate - This should strictly be a Planeswalker ultimate in my opinion, but if you really feel the need, I would suggest using "Enchant player" and "Lands enchanted player controls are..."

Trace100
Simic Seer's (some syntax error there) - Good, but I would strongly suggest giving both reminder texts. You should have enough room on the card.
Souls of the Underworld - Weird, but I see no problems with it. Little bit wordy though, and uncommons should have reminder text. You could condense it to "CARDNAME and enchanted creature can't attack..."
Kolthose, Tides Wrath - Doesn't feel at all mythic to me, because I need to pay twelve mana to get it to that state. I would perhaps suggest making monstrosity nice and cheap, like 1 mana symbolBlue mana symbolBlack mana symbol, to feel more awe-inspiring. That or just push it down to rare.

Kyoril
Be(a)stial Might/Ignite - A huge space for confusion and error, I would strongly suggest making this no lower than rare, and probably not even rare. Seems like it'd be much better without being keyworded, however that keyword name gives it all the flavour, so worth keeping even if just a mythic rare cycle.
Tovolar - Those fixes sound much better.
Prowess - Flipping two coins (assumption: two creatures with Prowess for each player in limited) every combat is still a huge pain. Even just one.

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

Fri, 2013-09-06 11:12
FelixCarter
FelixCarter's picture

@Kyoril
Are you making the sparks enchantments so that people have a way to get rid of them? I don't think this is necessary, as "igniting" someones spark would probably be an until-death-do-I-part-with-my-fraking-spark deal. So, I'm going to stray away from your Enchantment - Aura Spark (an interesting take on Aura Curse, don't get me wrong!) and go with something a little similar.

Beastial Spark 3 mana symbolGreen mana symbol
Tribal Sorcery - Planeswalker
Ignite (Exile this spell card ignited on an unignited creature before it resolves. That creature becomes a planeswalker with loyalty and abilities of this card. The "planeswalker uniqueness rule" doesn't apply to that ignited creature.)
<insert cool abilities here>

I used Cipher for the exile-and-select effect and Mirror Gallery gives a good reason to bypass any rules you don't like. (I also renamed your card because Beastial Might makes me think it would give +3/+3 or something simple >.>)

I recommend using the 4 ability planeswalker frame for these cards, however. It makes it so that you'll have three abilities while still leaving the first slot open for the keyword.

Making a card like this is akin to making a doublefaced card. YOU make the rules associated with it. It would have been impossible for WoTC to add in all the rulings for doublefaced cards ON the actual card. But that's why rulings exist. It tells us what happens when we transform a TAPPED creature. It tells us what we do if the creature is turned faced down as a 2/2 creature with morph. It tells us that the color identity doesn't just pertain to ONE SIDE of the card. It tells us what side the card is when it first enters the battlefield!
I could go on and on, but you get my point. This is a mechanic and card YOU'RE creating! As such, the burden of rulings falls on YOU! It might sound daunting, but it's a wonderful thing. Regardless of what rule text you incorperate into each card, your rulings on those cards will always be there.

Moving onto the mechanic, it doesn't really make sense to have it remain a creature. You can always make a spark card that gives an ability that makes it into a creature again, but you'll probably want to add the usual "Prevent all damage that would be dealt to it this turn." if you end up doing that. See the Gideon cards.

Please note that the moment the creature becomes a planeswalker, it follows the official rules of a planeswalker (unless your rulings say otherwise ;P). It's abilities can only be activated at sorcery speed, and only once per turn. Your opponent does not target it with noncombat damage to remove loyalty, they are actually targeting you and then choosing to remove loyalty from a planeswalker you control. Creatures can be declared attacking it. When its loyalty reaches zero, it is put into its owner's graveyard as a state-based action.

TLDR:
Do something like Cipher. It used wierd words like "encode" and shit that never really made sense, but makes sense!
Do what you want! It's your cards and ideas! If it doesn't make sense, then add in rules that MAKE it make sense!
Don't believe in yourself! Believe in me who believes in you! </ttgl>
Use the 4 ability planeswalker cardframe! It'll make room for three abilities and still have the Ignite ability in the first slot!
Try using exclamation points for emphasis!

EDITS for no-double-post
@Anuttymous
I agree with and like this idea for Desecrate. Why not make it a curse, as well? I'm not sure if Vulgard wants curses in his set, but it would make more sense as one.

Desecrate 3 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Enchantment - Aura Curse Rare
Enchant player
Lands enchanted player controls are Swamps and have "Tap symbol, Pay 2 life or sacrifice a creature: Add one mana of any color to your mana pool. Activate this ability only any time you could cast a sorcery."

Fri, 2013-09-06 11:30
Anuttymous
Anuttymous's picture

FelixCarter - I don't think it should have the restriction for sorcery speed only. Mana abilities aren't even restrictable to speeds. Just cut that and use the space for flavour text.

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

Fri, 2013-09-06 11:34
FelixCarter
FelixCarter's picture

@Anuttymous
Agreed. I wasn't sure why Vulgard wanted to restrict it to the upkeep, but (other than not working) it isn't necessary.

Fri, 2013-09-06 15:41
Trace100
Trace100's picture

@Anuttymous I made the fixes you suggested only problem with Simic seer is that both Evolve and Graft have fairly wordy reminder text so it really flood the card but. I guess its fine. As for Kolthose I went with Monstrosity 4 2 mana symbolBlue mana symbolBlack mana symbol that way you get what you pay for. Witch is a 10/10 "unblockable" for 10 mana.

Also I would still like some feedback on this keyword idea.

Tenacious (When this creature would die, you may exile two creature cards in your graveyard that share a color with this card. to return this creature to the battlefield.)

Fri, 2013-09-06 21:55
jceddy
jceddy's picture

Creature type question:

Is multiple creature types a go or not in general?

For example, consider some kind of Insect that has infectious venom that splices bits of its DNA into yours.

So if I had another creature in the same set that was meant to be a human with an advanced infection from this creature's bite, it would actually be a Human/Insect hybrid. Should such a human be a Human Insect (does that even make sense?), or maybe just a Human Mutant (a Human that was mutated by Insect DNA)?

I'm thinking the latter is probably more likely the way wizards would play it (could be wrong), but if you had a spell/ability that targets the Insect type, you might want it to be able to target the hybrid/mutated Humans, as well.

Fri, 2013-09-06 22:04
Sewn-Eye
Sewn-Eye's picture

Human Insect is fine. Mutant is more "It's still basically a Human/Fish/Bird, but there's also a little something extra." Cloudfin Raptor might not be quite a Bird, buuut it's still basically a Bird. Drakewing Krasis is clearly a Lizard Drake.

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

Sat, 2013-09-07 01:48
Eris Omnisciens
Eris Omnisciens's picture

Multiple creature types is certainly fine. I think Sewn-Eye summed it up perfectly.

However, something to note is that, unlike multiple Creature types, multiple Class types are rare (Advisor, Warrior, etc). Not to say nonexistant, but certainly less than 1%.

Anyways, what think you of this:

Landslide Fort 4 mana symbol Red mana symbol Green mana symbol (Yeah, a colored Equipment. But I certainly don't want this out of color)
Artifact- Fortification Red mana symbol
Whenever fortified land becomes tapped, flip a coin. If you win, target creature gets +2/+2 and gains trample until end of turn.
Whenever ~ becomes unattached from a permanent, sacrifice that permanent.
Fortify 1 mana symbol

The idea is that you'll just go all-out and sac all your lands to go all Kessig-like, but if you mess up and your opponent, say, A-Charms, you'll be in a real pickle.

What do you guys think?

nolite rem conficere

Sat, 2013-09-07 02:04
ThisisSakon
ThisisSakon's picture

The cost to drop it is a bit... Expensive. Especially considering there's a gamble to even get any effect from it. I'd say... Uh... 2 mana symbolRed mana symbolGreen mana symbol might work?

Sat, 2013-09-07 08:53
Anuttymous
Anuttymous's picture

Trace100
Tenacious - It sounds okay, but you'd have to be very careful what you put it on. Also, it's quite limited, seeing as it only fits in black and white, mechnically.

jceddy
The Simic guild in Ravnica had a whole tonne of weird creature type combinations. You're fine, I'd say.

Eris Omnisciens
Landslide Fort - Very weak. For a comparison, Everglove Courier can do this without a hitch, and is only uncommon. What you've got there would probably be best at rare, but there's no need for coin flip, and could also cost a little less. Additionally, trample is in every color, as are combat tricks, so this would be perfectly fine colorless.

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

Sat, 2013-09-07 20:13
ArcAngle

I'm working on the uncommons of my set. What do people think of the following cards?

UW05 — 3 mana symbolWhite mana symbol
Creature — Spirit Uncommon
Domain — For each basic land type you control UW05 — has protection from the associated colour.
2/2

UW06 — Auroch Matriarch 1 mana symbolWhite mana symbol
Creature — Aurochs Uncommon
Vigilance
Whenever UW06 — attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
1/2

UU14 — 2 mana symbolBlue mana symbolBlue mana symbol
Sorcery Uncommon
Survey — Target player reveals cards from the top of his or her library until he or she reveals a land card for each island you control, then puts those cards into his or her graveyard.

UB14 — 3 mana symbolBlack mana symbol
sorcery Uncommon
Target player puts a card from their hand on top of their library.
Rejuvenate (As this resolves, you may untap up to four swamps if you played it from your hand.)

UR13 — 3 mana symbolRed mana symbolRed mana symbol
Sorcery Uncommon
UR13 — deals 5 damage to target player.
Primal — Destroy target land that player controls if only mana produced by basic lands was spent to cast this.

Spoiler:

Sat, 2013-09-07 20:34
Eris Omnisciens
Eris Omnisciens's picture

UW05: Interesting idea. Only problem is that it's never been done before, so the wording will be funky no matter what.
UW06: Haven't seen any other Aurochs, so I can't really say much. Could be a game-closer judging from the ability. Seems way too aggressive for white though. Maybe remove vigilance, add haste or something, and make it red.
UU14: "For each island you control, target player reveals cards from the top of ..., then puts...". Interesting. Flavor is strange with the keyword name "Survey", as, even though it's land dependent, it doesn't make sense how your lands would influence their mill. Title can fix it, though. Do something about floods.
UB14: Oh god, the skip-draw. My worst nightmare. I love this.
UR13: I'd say it's pretty much better than Lava Axe in all ways. By the time you reach 5 mana, unless you're going 4+ colors (3 will be hard, but not impossible) you should be able to easily get those 2 R in. But hey, Lava Axe sucks, so that's not really a good comparison.

nolite rem conficere

Sat, 2013-09-07 21:17
ArcAngle

UW05: Awkward, but grokable. Good to know.
UW06: There is a red one, 2/2 haste for 2R. I'll drop this one to 0/3
UU14: Survey is intended to imply exploring or mapping flavour to match with counting specific land types. I'll rephrased it as suggested and probably call it something like "Sudden Flood".
UB14: For the rejuvenate cards, I was trying for conditional removal. Hopeful, this won't enable a permanent lock down.
UR13: Better than Lava Axe was what I was going for, but I didn't want to make it seem to easy.

Spoiler:

Sat, 2013-09-07 21:30
Vulgard
Vulgard's picture

Okay, I am gonna start a mini-set where I will fix the original cards, make Emmara Tandris useful, make Channel and Fastbond less OP. Let's start with this one:

Melek, Izzet Paragon 2 mana symbolBlue mana symbolRed mana symbol

Legendary Creature - Elemental Wizard Rare

Play with the top card of your library revealed.
Whenever an opponent casts a spell, counter that spell if it has the same converted mana cost as the top card of your library.
Blue mana symbolRed mana symbol, Tap symbol: ~ deals X damage to target creature or player, where X is the converted mana cost of the top card of your library.

2/2

Sat, 2013-09-07 22:29
Eris Omnisciens
Eris Omnisciens's picture

First, Melek's a Weird, just to let you know.

His second ability is killer if you have a 2-drop on the top of your library.
His third ability will be a steady ~3 damage 1/2 times.

I find it strange he requires red in his second activation. Here's what I'd do:

"1 mana symbol Blue mana symbol , Tap symbol : Counter target spell with CMC equal to or less than the top card of your library.
1 mana symbol Red mana symbol , Tap symbol : ~ deals X damage to target ..."

Interesting take on Melek. I like it.

nolite rem conficere

Sat, 2013-09-07 22:58
Vulgard
Vulgard's picture

Glad you like it!

Should I up the cost to six mana? I don't want to change the abilities, they seem fine to me.

Sun, 2013-09-08 01:30
Eris Omnisciens
Eris Omnisciens's picture

Six mana, probably not. If he went anywhere above five he'd turn into Teysa- Good but overcosted by a small, staggering amount. Maybe bump to five, but playtest with him at 4, it might work.

nolite rem conficere

Sun, 2013-09-08 01:33
Anuttymous
Anuttymous's picture

ArcAngle
UW05 - Seems decent power level, although the wording is indeed funky. I think what you've got is good, though.
UW06 - Tough to say, it would depend highly on the Aurochs count in-set. I don't think it needs to be uncommon.
UU14 - Interesting. I think it's fine, though. Not sure if it needs to be uncommon, either.
UB14 - Really well balanced card here. Could even be common. So long as you maintain the power level like this, should be fine.
UR13 - Looks okay, though Primal may be tough to do much with.

Vulgard
Melek - I think the Counterbalance effect is too strong, and also the second effect is really powerful. As a Commander, you can rack up the Commander damage, and also use it as removal. Altogether too much value for so cheap, in my opinion.

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

Sun, 2013-09-08 02:03
ArcAngle

@Anuttymous:
UW06: I've got the original as common, the bull reprinted as uncommon, the herd at rare and the two new ones (white and red). I'm going to add a black one and a blue one in the second set in the block.
UU14: I think variable grind is too complex for common.
UB14: I'm still a little afraid of rejuvenate being broken. Since this gives strong card advantage, I didn't want it at common.
UR13: I wanted this to be the finished for a red/green primal deck. Lava Axe + Stone Rain for 4R feel right for to me.

Spoiler: