The Wonderful, All-Encompassing Card Clinic

continued...
Sun, 2017-02-05 20:53
Cajun
Cajun's picture

I'm not even sure what Catalog is trying to do. The reminder text just exiles it from a graveyard, but the catalog effect is written like Kicker changing a spell. Is it supposed to be a slightly different flashback or a Kicker that also exiles the spell?

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Sun, 2017-02-05 20:56
Daij_Djan
Moderator Best Set of 2016
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Have to agree with Cajun: I don't really get how the ability is supposed to work. I actually believed a third approach to be correct first: Catalog working like Cycling (except from the graveyard, obviously) causing the other ability to trigger (but without casting anything)..

Sun, 2017-02-05 21:01
ZephyrPhantom
Moderator
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@ Phoenix - To answer your original question, we can't understand the card because Catalog is too vaguely worded as of right now. How is it supposed to work in layman's terms?

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Sun, 2017-02-05 21:04
Cajun
Cajun's picture

@Daij: That's about what I meant by slightly different flaskback, ie keyworded Geistblast.

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Mon, 2017-02-06 03:05
Phoenix

So, the idea that I left out due to lack of memory was that "cataloged" cards are a specific kind of "exiled," if that makes sense. There is space intended to care about cataloged cards (not exiled) (for example: "+1/+1 for each cataloged card you own," "return target cataloged card you own to Y," etc.)

So it should say "pay X, exile from graveyard, ~ is cataloged."

The flavor is that the entity/ability was recorded and can be duplicated, though it's slightly different. It's essence can be resurrected. The colors it's in (White mana symbolBlue mana symbolBlack mana symbol) I wanted to have explain the idea that nothing's lost, everything can come back with enough/the right effort.

Mon, 2017-02-06 05:31
Jéské Couriano
Jéské Couriano's picture

Phoenix ) Just exile it. The game rules more or less require you to keep track of what exiled something and why anyways.

If it didn't, Suspend, Imprint, blinks, Haunt, Madness, and exile-then-cast effects could not exist (or if they did, would be unreasonably messy) otherwise.

Da Rules wrote:
406.4. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.

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Mon, 2017-02-06 14:00
Phoenix

@Jéské Couriano
Thank you. That is helpful. I was hoping with the terminology it would have been implied.
But going back to the original concern, it's pretty much an expanded flashback. I didn't know whether it would be appropriate to change the keyword in that way or too just make a new one for the flavor. I chose the latter, ultimately.

An example of this on a creature would be:
[Cardname] 3 mana symbolBlack mana symbol
Creature - Minion Common
Catalog Black mana symbol
When ~ is cataloged, create a 1/1 black minion creature token.

Tue, 2017-02-07 22:50
Heads vs Tails
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Embodiment of Ideals 1 mana symbolWhite mana symbol
Creature - Shapeshifter
Changeling
Other creatures you control that share a creature type with your commander get +1/+1.
2/2

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

Tue, 2017-02-07 23:36
Kazerima
Kazerima's picture

Hmm, normally Lords tend to be 3 CMC, but since this is a commander only kind of card I can see where you're going with this. I'd say maybe drop it to a 2/1? if only to prevent white from getting an omni-tribal bear.

Wed, 2017-02-08 07:21
Jéské Couriano
Jéské Couriano's picture

I'd actually make it colourless.

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Fri, 2017-02-10 03:49
Heads vs Tails
Best Mechanic of 2015
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I have a planeswalker today, no idea if it's balanced or if the ultimate is worded properly:

Lilliana, Evil Superfriend 3 mana symbolBlack mana symbolBlack mana symbol
Planeswalker - Lilliana Mythic Rare
Starting loyalty: 3
+1 Loyalty: Remove all counters from target nonplaneswalker permanent. Put that many loyalty counters on ~.
-3 Loyalty: Return target creature or planeswalker card from your graveyard to the battlefield.
-10 Loyalty: You gain an emblem with "For each planeswalker your control, you may activate one of their loyalty abilities an additional time each your turns."

EDIT: forgot starting loyalty.

Current Set:
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Fri, 2017-02-10 02:24
Kazerima
Kazerima's picture

That +1 is a little worrying all on its own.
Also consider the -3 allows instant re-use of any other planeswalker back to full starting loyalty.

Fri, 2017-02-10 02:46
Heads vs Tails
Best Mechanic of 2015
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Well I can bump the cost up to 4 mana symbolBlack mana symbolBlack mana symbol or make it only target permanents you don't control, so it'll be less broken with marit lage. Of course there are still easier ways to get marit at lower rarities such as vampire hexmage and thespian stage. Just to be sure, she can't recur herself with her -3 if she dies in the process can she?

Current Set:
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Fri, 2017-02-10 03:17
Cajun
Cajun's picture

Have to target before you pay the cost, yes.

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Sat, 2017-02-11 10:19
Jéské Couriano
Jéské Couriano's picture

Paying the cost and targeting are both part of what you do *before* the thing gets put on the stack. This means she cannot target herself should she die as a result, since by that time, the target will be "locked-in" and can't be altered short of ability redirect shenanigans.

Even if you *could* target her, it'd be a wash. You'd have effectively wasted a 'Walker ability to shuffle the deck chairs. There'd be no reason to target herself with her ability if SBEs kill her as a consequence of using the loyalty ability, since it costs exactly as much as her starting loyalty.

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Tue, 2017-02-14 16:30
Yoshi
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Thundertech Implementation 2 mana symbolRed mana symbol
Enchantment Rare
When ~ enters the battlefield, you get Energy symbolEnergy symbol (two energy counters).
Energy symbol: Reduce all crew numbers on target Vehicle by 1 until end of turn. (If a Vehicle has crew 0, you don't need to tap creatures to crew it.)

How do I word this?

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Thu, 2017-02-16 13:34
Kazerima
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Wouldn't it be less parasitic to give +1/+0 to a creature until end of turn instead?
Also, might step on toes of existing rulings, as crew 0 would currently require you tap a creature with 0 or greater power.

Thu, 2017-02-16 13:56
Cajun
Cajun's picture

Crew 0 would be tapping any number of creatures with total power 0, and zero creatures is any number.

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Fri, 2017-02-17 03:55
Kazerima
Kazerima's picture

I'd thought it would require at least one creature be tapped, but I'm admittedly no rules guru. My bad there.

Fri, 2017-02-17 11:51
shiftyhomunculus
Moderator
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I don't know if there's a precedent for it, but according to Gatherer you can pay 0 life for, say, Phyrexian Processor, so I'm guessing crew works on the same principle.

Red mana symbolWhite mana symbolBlack mana symbol
formerly thehuw
they/them, please

Fri, 2017-02-17 11:20
Kazerima
Kazerima's picture

I suppose it comes down to a question of whether no creatures produces a value of 0 (cajun), or produces a lack of value entirely (my position). If I were designing... I'd probably try to avoid a Crew 0 situation being possible to begin with, and use the established artifacts becoming creatures mechanic instead.
ie: "if the crew value would become crew 0, this card becomes an artifact creature instead until end of turn", though increasing power by 1 has precedent in the form of firebreathing type mechanics and doesn't rely on two set/block specific mechanics to prove useful.

Fri, 2017-02-17 11:34
Daij_Djan
Moderator Best Set of 2016
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Comprehensive Rule 107.1c says it works as intended imho (maybe with help of 107.2, if it's not clear enough)

Fri, 2017-02-17 20:11
shiftyhomunculus
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Thornbloom Venomist Black mana symbol
Creature - Human Shaman Rare
2 mana symbol, Sacrifice a creature: Each opponent gets a poison counter.
2 mana symbol, Discard a card: Each opponent gets a poison counter.
1/1

This design has drawn a lot of cries of "broken" over on r/custommagic, so I'm putting it here to see what y'all think. The general argument is that the abilities need to be Tap symbols in addition to their current costs to make it not quite as good as a finisher for infect, but as far as I can tell that'd make this card pitifully weak, and I kind of feel like it's resource-hungry enough to justify multiple uses per turn.

Balance this, and/or tell me I'm tripping.

Red mana symbolWhite mana symbolBlack mana symbol
formerly thehuw
they/them, please

Fri, 2017-02-17 20:20
Cajun
Cajun's picture

I'd start the abilities at 1 mana symbolBlack mana symbol, slip some into an Infect deck and see what happens. Don't have enough personal experience with Infect but that should tell you pretty quick how many counters it's throwing around.

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Fri, 2017-02-17 20:56
Daij_Djan
Moderator Best Set of 2016
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Thornbloom Venomist is really strong, yet imho not really in "Infect decks". At the very least as far as I know, their deck plan doesn't really fit well with this card - there are much more fitting ways to get the last one or two counters through. It might be really good in an Infect Control shell, though.

Sat, 2017-02-18 07:16
ZephyrPhantom
Moderator
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When in doubt, treat a poison counter as 2 damage/infect as double strike, IMHO. 2 mana symbol to deal 2 damage on a 1 drop is....ehhhh. I feel like it'll enable a lot of combos in the environment it goes into, but I don't see it as broken unless infinite creatures or infinite mana is doable. I also agree with Daij that this is terrible for Infect, which generally focuses on quickly aggroing out to take advantage of the fact it essentially deals damage that doesn't heal.

EDIT: ...okay, if I read this as "2 mana symbol, Discard a card: <no effect>", I'm starting to see where the complaints come from tbh - Dredge enabling comes to mind as does reanimator as Jeske mentions below. Second ability needs Tap symbol at minimum.

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Sat, 2017-02-18 07:18
Jéské Couriano
Jéské Couriano's picture

thehuw ) Those need to have tap costs. As it is it allows for way too easy bin-filling from the hand, making it a godsend for reanimator decks.

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Thu, 2017-02-23 14:40
MoshiSquared
MoshiSquared's picture

Hi yall. I'm back from the depths of my lurking cave to dump a few keyword ideas here and see what you guys think and whether or not they need to be tweaked.

Research
(Create a colorless File artifact token with "2 mana symbol, sacrifice this artifact: Scry 2")

A callback to Investigate, but probably weaker overall, Research allows you to better plan for your next move as opposed to giving straight card advantage. My biggest concern right now is whether Scry 2 is enough or not.

Example
Test Subject 1 mana symbolBlack mana symbol
Creature - Zombie Common
When CARDNAME dies, research (Create a colorless File artifact token with "2 mana symbol, sacrifice this artifact: Scry 2".).
2/1

Network
Network (When a creature you control becomes the target of an instant or sorcery, you may pay 1 mana symbol to also have it target this creature.

Representing a link between your creatures, Network allows you to potentially spread your beneficial effects to multiple creatures for a more efficient cost.

Example
Network Example 2 mana symbolBlue mana symbol
Creature - Human Uncommon
Network (When a creature you control becomes the target of an instant or sorcery, you may pay 1 mana symbol to also have it target this creature.
Whenever CARDNAME becomes the target of a spell or ability, you may draw a card.
2/2

Breach
Breach <cost> (You may cast this card for its Breach cost if a creature you control attacked and wasn't blocked this turn.)

Breach represents your ability to mess with the enemies after your minions have gotten into their back lines, great for aggressive strategies or for more subtle ones.

Example
Data Cycle 2 mana symbolRed mana symbol
Sorcery Common
Draw two cards, then discard a card.
Breach Red mana symbol (You may cast this card for its Breach cost if a creature you control attacked and wasn't blocked this turn.)

Thu, 2017-02-23 15:05
shiftyhomunculus
Moderator
shiftyhomunculus's picture

Research looks fine - giving you card selection in small bitesized chunks opens up some interesting opportunities, though, since it doesn't grant card advantage like investigate does, it could be hard to make enticing in large amounts - making the research deck work in Limited will probably harder than it would be to make the investigate deck work. I honestly wonder if you wouldn't be better off using investigate here, in fact: it has much the same flavor, it avoids nested keywords, and it's supremely flexible.

Network worries me, because some effects really don't like being forced into targeting more stuff. If I target my own creature and an opponent's creature with Prey Upon, for instance, and use network here, the effect is impossible to parse, because what do you do with that third target? I think you want this to be worded like Zada, Hedron Grinder, and it's worth remembering that that's a rare - this effect is possibly too complex for common, which makes it an ill-fitting keyword.

Breach works well enough, like a less-exacting version of prowl, but the example card you propose ought to be blue - red always discards before drawing, and the effect is just a slower and conditionally cheaper Catalog.

Red mana symbolWhite mana symbolBlack mana symbol
formerly thehuw
they/them, please

Thu, 2017-02-23 15:53
MoshiSquared
MoshiSquared's picture

Thanks for the quick critiques! I knew someone was going to bring up fight mechanics when I thought up Network, and there is a unofficial ruling on Fight that states no more than two creatures can actually participate in a fight, meaning targeting extra creatures with your Prey Upon would do literally nothing. That being said, it is an unofficial ruling which may not be enough. Can you think of any other effects that would be impossible to parse? If fight is the only one then I'm hesitant to change the ability, as rulings can be made.

Investigate might be better to use, I do love that keyword quite a bit, but it doesn't fit quite the same flavor I'm going for. It's also worth noting that the Research mechanic has opened up a lot of possibilities with top-deck interactions, something Investigation can't really do.

I can't really argue with the Breach thing, I didn't even realize that card existed

Fri, 2017-02-24 14:23
Jéské Couriano
Jéské Couriano's picture

MoshiSquared ) AFAIK, as far as the official rules go if multiple creatures are fighting one, they all deal their damage to that one and then that one deals its damage to all of them. Nothing forbids multiple creatures from piling on in one fight action, mainly because the issue has not yet come up and doing so would be its own punishment.

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Mon, 2017-02-27 05:24
Kazerima
Kazerima's picture

Working on another mechanic for my Jakub Roazalski set.
The mechanic is called "Arm", and attaches to a creature for later use. When the trigger occurs, the spell is automatically activated.

For example:

Charge Shot 1 mana symbolRed mana symbolRed mana symbol
Sorcery Common
Deal 4 damage to target creature or player
Arm Red mana symbol (attach this spell to a creature you control. It becomes armed with this card.)
When the armed creature deals combat damage to a creature, cast this card and send it to the graveyard.

Bubble Shield 1 mana symbolWhite mana symbol
Instant Common
Target creature gets +0/+3 until end of turn.
Arm White mana symbol (attach this spell to a creature you control. It becomes armed with this card.)
When the armed creature is dealt damage, cast this card targeting the armed creature and send this card to the graveyard.

Mon, 2017-02-27 05:39
6000j
6000j's picture

Bubble shield won't save a creature if it would die from the damage, as it gets dealt the damage, arm triggers, than it dies whilst the trigger is on the stack.

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Mon, 2017-02-27 17:44
ZephyrPhantom
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Attaching a spell to a creature seems awkward because then you need to start fielding rules questions as to how a spell functions on the battlefield. I think you'd be better off making it like Cipher in which you exile the card "encoded" on a creature, and then letting it be cast once from exile once the trigger is met.

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Tue, 2017-02-28 06:16
Jéské Couriano
Jéské Couriano's picture

Kazerima ) Arm needs to be reworded (as it is, it is VERY confusing as to how it functions), and it should be an exile effect due to boardstate confusion.

Quote:
Arm <foo> — <bar> (<foo>: Exile this card from your hand arming target creature. When the condition is met, cast this card from exile without paying its mana cost.)

6000j is also correct that Bubble Shield will not rescue a creature from lethal damage, as it dies to SBEs as soon as Bubble Shield is placed on the stack.

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Wed, 2017-03-01 21:23
Kazerima
Kazerima's picture

Thank you all for the comments. How would you suggest I word the establishing of the arm condition?
Would it be something like:

Quote:
CARDNAME's Arming condition is being dealt combat damage.

or something more like:
Quote:
Arm <foo> — <bar> (<foo>: Exile this card from your hand arming target creature.)
When the armed creature is dealt combat damage cast this card from exile without paying its mana cost.

Thu, 2017-03-02 05:08
Jéské Couriano
Jéské Couriano's picture

Kazerima ) No. The "cast from exile" and the condition should be part and parcel of the keyword RT for the pure and simple reason that you really do NOT have the space in the text box to segregate it out, especially given everything that needs to go on to make it work.

Using Charge Shot as an example:

Quote:
Arm Red mana symbol — Armed creature deals combat damage to a creature. (Red mana symbol: Exile this card from your hand arming target creature. When the condition is met, cast this card from exile without paying its mana cost.)
~ deals 4 damage to target creature or player.

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Sat, 2017-03-04 12:06
shiftyhomunculus
Moderator
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Balance this, Clinic. Too pushed?

??? Red mana symbol
Creature - Human Shaman Rare
Haste, prowess
1 mana symbolRed mana symbol, Tap symbol: Exile the top four cards of your library. You may cast a red instant or sorcery card from among them with converted mana cost 2 or less without paying its mana cost.
1/1

I think (I hope) that for most very fast decks it'd just be more efficient to cast from the hand. Alternative version of the active ability which ensures you always pay a markup, might be preferable:

Red mana symbol, Tap symbol: Exile the top four cards of your library. You may cast a red instant or sorcery card from among them with converted mana cost 2 or less. (You still pay its costs.)

Red mana symbolWhite mana symbolBlack mana symbol
formerly thehuw
they/them, please

Sat, 2017-03-04 16:18
voltaic-qui
Featured Set Editor - Best Set of 2015 - Community Award
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The base stats are more concerning (this is almost Swiftspear which is legacy good). Removing prowess also gets rid of tension between attacking and casting

formerly jacquipup

"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game."

Fri, 2017-03-10 04:48
AnthemHero

Call to the Deities 3 mana symbolGreen/wite mana symbol
Sorcery Rare
Choose One-
-Create an X/X green Elemental creature token, where X is the number of Forests you control.
-Create Y 1/1 white Spirit creature tokens, where Y is the number of Plains you control.
Entwine 4 mana symbolGreen mana symbolWhite mana symbol (Choose both if you pay the entwine cost.)

Want an opinion on this card.

Fri, 2017-03-10 13:18
Neottolemo
Neottolemo's picture

@fluffy: In duels, the bounce part looks really weak unless you have some serious self-bounce synergy going on, since it's probably going to be worse than Unsummon, while two cards for three mana at instant speed looks really strong, but you're only going to get that mode only if your opponent controls no creatures. In multiplayer, this looks pretty awesome. I feel like this wants to be a Rare and you only really want to print it and play it in a set with an archetype that benefits from self-bounce in it or in a set designed for multiplayer.

@AnthemHero: Weird that the Spirits don't fly, but that makes it more balanced. Unless Spirits that don't fly are a main feature of the setting, you might be better off changing the white tokens' creature type. But more importantly, I think that the entwine cost might need to be a bit higher, given that this is more versatile than something like Howl of the Night Pack: I think that adding 1 mana symbol would suffice, though, since your card has a higher colour density. Also, the "one" in "Choose one" doesn't need to be capitalised.

Fri, 2017-03-31 02:17
Vunik
Vunik's picture

Need help with deciding where this effect goes.

Separation Field 2 mana symbolWhite mana symbolBlue mana symbol
Enchantment Rare
Flash
Creatures your opponents control can't assign damage unless they pay 3 mana symbol for each creature they control.
Rest, at last.

(I'm not sure if this comes off, but the way I want this effect to work is that if a player's creatures attempt to deal damage, that player has to pay 3 mana symbol for each creature they control. Currently, I think the wording could be interpreted so that player has to pay for all opponents' creatures.)

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TWOK is the best!

Fri, 2017-03-31 04:33
Cajun
Cajun's picture

If a creature you don't control would deal damage, prevent that damage unless its controller pays 3 mana symbol [for each creature they control?].

Seems pretty cheap if it mana leaks each creature damage. Sounds uncostable if it's 'prevent all creature damage unless its controller pays 30'

oh and it has flash. isn't no four mana card.

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Fri, 2017-03-31 04:42
Vunik
Vunik's picture

Mana cost was something I just slapped on (since I use 4 mana as my "I don't know what to cost this" cost). I like the wording you gave, so I'll use that, and probably bump CMC to 6-ish.

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TWOK is the best!

Fri, 2017-03-31 23:47
Kazerima
Kazerima's picture

Forcing a solid cost that could be up to 30 mana put it at, like 10 CMC as far as I can tell. I'd say drop the required payment per creature down to 1 rather than 3, it's already way better than War Tax.

Sat, 2017-04-01 22:06
Jéské Couriano
Jéské Couriano's picture

A couple DFCs.

Quote:
Ludevic's Apparatus
Artifact, Rare (Orreries of Frangou)
4 mana symbol

3 mana symbol, Tap symbol: Draw a card, then discard a card. Then, if you've discarded four or more cards this turn, transform ~.

“The device seems to function perfectly in spite of the salt water. Chemicals inside unknown; will start by testing with maractite in the morning.”
—Research notes, unnamed koi tinkerer

)*(
Maractite Monstrosity
Creature — Elemental Horror
10/10
(Blue mana symbol CI)

Hexproof
Whenever an opponent discards a card, draw a card.

“The chemicals seem to be reacting in an unusual fashion with the ma”
—Research notes, unnamed koi tinkerer

==

Enrapturing Coda
Instant, Rare (Orreries of Frangou)
2 mana symbolBlue mana symbolBlue mana symbol

Counter target spell. If that spell is countered this way, transform ~ and put it onto the battlefield.

Atajarund routes around its greatest problems...
)*(
Wajinyi Aspect
Enchantment Creature — Snake Elemental
2/4
(Blue mana symbol CI)

Prowess
Whenever you cast an instant or sorcery spell, ~ gains flying until end of turn.

...by assimilating them into its songlines.

==

Lantrusan Ingenue
Creature — Kithkin Soldier, Uncommon (Orreries of Frangou)
1/2
1 mana symbolWhite mana symbol

Innocence (If this card is discarded, discard it to the top of your library.)
Whenever a creature dealt damage by ~ this turn dies, transform ~.

"This place is far more peaceful than Lantrus was."
)*(
Serial Killer
Creature — Kithkin Soldier
2/3
(White mana symbol CI)

1 mana symbolWhite mana symbol, Tap symbol: Destroy target creature that blocked this turn.

“Especially since the local citizenry seem to not fear their relatives dying before their eyes.”

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Mon, 2017-04-03 13:48
Yoshi
Community Award
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Coda is probably too strong; see Mystic Snake.

December 2017 - R32 - "We are more than just rank and file..."
February 2018 - DDH - "Remember that overconfidence is a slow and insidious killer."

I stand with the specimen.

Wed, 2017-04-05 19:02
shiftyhomunculus
Moderator
shiftyhomunculus's picture

Three-mana monocolored Charms. Do any of these seem unreasonable? (Names are not final, obviously.)

White Charm 1 mana symbolWhite mana symbolWhite mana symbol
Instant Uncommon
Choose one -
• Destroy target attacking creature with power 3 or greater.
• Destroy target enchantment. You gain 2 life.
• Exile target creature, then return it to the battlefield under its owner's control.

Blue Charm 1 mana symbolBlue mana symbolBlue mana symbol
Instant Uncommon
Choose one -
• Target player puts the top eight cards of their library into their graveyard.
• Counter target spell with converted mana cost 3 or less.
• Target player draws two cards, then discards a card.

Black Charm 1 mana symbolBlack mana symbolBlack mana symbol
Instant Uncommon
Choose one -
• Up to two target creatures each get -2/-2 until end of turn.
• Target player loses 4 life.
• Target player reveals their hand and you choose a creature card from it. That player discards that card.

Red Charm 1 mana symbolRed mana symbolRed mana symbol
Instant Uncommon
Choose one -
• Anarchist's Charm deals 3 damage to target creature.
• Destroy target artifact. Anarchist's Charm deals 2 damage to that artifact's controller.
• Add Colorless mana symbolColorless mana symbolColorless mana symbolColorless mana symbol to your mana pool.

Green Charm 1 mana symbolGreen mana symbolGreen mana symbol
Instant Uncommon
Choose one -
• Target creature gets +3/+3 and gains trample until end of turn.
• Up to two target permanents each gain indestructible until end of turn.
• Search your library for a basic Forest card and put it onto the battlefield tapped, then shuffle your library.

Red mana symbolWhite mana symbolBlack mana symbol
formerly thehuw
they/them, please

Sun, 2017-04-09 19:49
Cajun
Cajun's picture

Looking at a -1/-1 counter based Mox. Two working designs, which may enter tapped if need be.

Corrosion Mox v1 0 mana symbol
Artifact
Tap symbol, Put a -1/-1 counter on a creature you control: Add one mana of any color to your mana pool.

Corrosion Mox v2 0 mana symbol
Artifact
Tap symbol, Remove a -1/-1 counter from a creature you control: Add one mana of any color to your mana pool.

First one can always fire and has no drawbacks if creatureless, second one can't always fire but has an extra benefit.

Cajun's Explorations - Cajun Style Templates - High Noon Reloaded

fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Mon, 2017-04-10 01:52
Jéské Couriano
Jéské Couriano's picture

Cajun ) Wrong. You need to have a creature for the first one because putting a -1/-1 on a creature you control is part of the cost of the ability. If you cannot satisfy all the costs of an ability or spell, you cannot activate or cast it; trying to do so results in a revoke.

Da Rules wrote:
602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.

)*(

602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. (Aside: The order is essentially the same for casting a spell) If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 720, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.

Ceterum censeo Bolasinem esse delendam.
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