The Wonderful, All-Encompassing Card Clinic

continued...
Mon, 2017-04-10 02:00
Cajun
Cajun's picture

Was thinking it might function like Null Brooch, where you can discard a hand of zero cards, but doesn't look like there's actually a precedent for this one? Wandering Mage looks to be the closest thing to a ruling and supports you so let's go that way. v1 is still quite a bit more reliable but at a cost.

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 04:22
Jéské Couriano
Jéské Couriano's picture

Cajun ) Null Brooch and any other "discard your hand"-costed ability work the way they do because no rule explicitly says there needs to be one or more cards in hand to satisfy that cost.

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

Mon, 2017-04-10 18:15
ColinBeck
ColinBeck's picture

Overthink Blue mana symbol
Instant Rare
Draw a card.
Cycling Blue mana symbolBlue mana symbol
Madness Blue mana symbol

Does this work the way I think?

I'm wearing my optimistic trousers today!

Mon, 2017-04-10 18:19
Cajun
Cajun's picture

If you think you can pay Blue mana symbolBlue mana symbolBlue mana symbol to draw two cards, yes. Ichor Slick.

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 18:21
ColinBeck
ColinBeck's picture

Going off that it doesn't need to be rare then, I thought complexity might up the rarity

I'm wearing my optimistic trousers today!

Thu, 2017-04-20 17:18
orionshine
Thu, 2017-04-20 18:44
shiftyhomunculus
Moderator
shiftyhomunculus's picture

First of all, in future, I'd highly recommend either using text versions with MSE's built-in emotes or using [ img ] tags (without the spaces) to show the renders as full images - flipping between the tabs with the images in them is a little awkward.

Press for Information looks fairly solid, but needs a slight wording change - creatures don't activate abilities, players do. I'd suggest something along the lines of

Press for Information wrote:
Until the end of your next turn, target creature can't attack or block and its activated abilities can't be activated.

Objection should probably cost 1 mana symbolBlue mana symbol, or even Blue mana symbolBlue mana symbol. Giving your opponent information is an interesting additional cost but I don't think it justifies a one-mana hard counterspell this flexible - proper deckbuilding and judicious sideboarding could easily make it able to target almost anything.

Tell the Truth is similarly too cheap, and probably ought to be rare. If you're holding a creature, it's a two-mana, one-sided Evacuation with upside, and it can just as easily double up as Hurkyl's Recall or an enchantment or planeswalker sweeper. You're looking at five mana at the very least for this, I reckon, and it might even be safer at six.

Phoenix himself probably ought to just cost less rather than being castable for free if you hit the trigger on his first ability - free creatures of any sort tend to be problematic, especially with an ability as relevant as this one. Speaking of that ability... every card in your deck suddenly being a zero-cost miracle is really strong, but the difficulty of hitting fateful hour might make up for it. That's a big maybe, though, and I'd probably be more comfortable with him at five mana with a beefier statline.

Edgeworth's first ability would easily make him playable on its own, but his second pushes him straight over into brokenness territory. Repeatable countering plus discard on a 2-mana creature is really, really, oppressive - any deck that doesn't have the capacity to keep its hand full and cast multiple spells per turn easily is more or less dead against him. I think this is a case of an ability that needs reworking into something else rather than trying to tweak the costing on it - even at a fair-ish price, it's cripplingly unfun.

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

Thu, 2017-04-20 19:24
orionshine

Thank you so much! I definitely agree with your assessment, and I'm a little embarrassed I didn't notice how broken they were. I think I was thinking more with flavor than with mechanics. Would discarding the card instead of revealing it help lower Objection and Tell the Truth's power level? And for Edgeworth, how about ditching the second ability altogether and instead using something along the lines of,

"2 mana symbolBlue mana symbolBlack mana symbol, Tap symbol : Return a non-land permanent you control to it's owners hand. You may search your library for a card with equal converted mana cost and put it in your hand. Shuffle your library."

Thu, 2017-04-20 21:15
MadLuckKingg
MadLuckKingg's picture

Planeswalker Concept 1.0. 3 mana symbolBlack mana symbolRed mana symbol
Planeswalker - Dudename Mythic Rare
+1 Loyalty: Discard two cards. If you do, draw two cards.
-3 Loyalty: Scry 2, then reveal the top card of your library. If it's an artifact or creature card, put it onto the battlefield. It gains haste. Exile it at the beginning of the end step.
-7 Loyalty: You draw a card and you lose 2 life. Repeat this process any number of times.
{4}

@fluffyDeathbringer Wouldn't it be better and easier to just have the -7 read, You get an emblem with "Pay 2 life: Draw a card." ?

I'm experimenting with gods and want some feedback, How balanced is this card? Is the fact that it permanently becomes a god unbalanced? And do you think the front being an artifact or enchantment more balanced, or is there no real difference?

Shrine to Green God 3 mana symbolGreen mana symbol
Legendary Artifact Mythic Rare
At the beginning of your upkeep, if you control seven or more lands, transform ~.
2 mana symbolGreen mana symbol: Search your library for a basic land card and put it onto the battlefield tapped.

Green God
Legendary Creature - God Mythic Rare
Indestructible
Whenever a creature you control dies, you may search you library for a land card and put it onto the battlefield tapped.
2 mana symbolGreen mana symbol: Lands you control become 2/2 creatures until end of turn.
5/6

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Sun, 2017-04-23 02:52
Cajun
Cajun's picture

Aight, let's test 'all-encompassing'.

From the name 'Invocation', some of us were expecting a 'lost scroll' type of frame. I'd like to try to make that frame without falling into the 'doesn't look like a Magic card' problems invocations had. Have a quick mock-up below just to get the ideas rolling:

Spoiler:
Some of the fixes are obvious, the scroll needs to be a bit taller for one. A harder one is the color border, which is too wide atm. But should the scroll be made a bit wider, or should it be the whole card and the colors can be done as a paper trim? Or some other way I've completely missed?
Another possibility is arranging it like a normal card w/ name and type on the rolls and something else under that as a textbox.
Another complaint lodged against Invocs was no full art. Is a masked image under the text something you would like on such a template?

edit: had a few minutes and made another mock in the spoiler. May end up spilling over the border slightly so everything fits.

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, 2017-04-23 03:02
Vunik
Vunik's picture

The bigger scroll is definitely better, but I personally don't like how the card type is at the bottom of the frame. What might be cool is to have smaller curls to allow everything to fit on the main part of a card. (It would make more sense as a scroll too.)

I really like these frames, thought, and I'm already considering how to put them into a set.

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TWOK is the best!

Sun, 2017-04-23 03:23
Cajun
Cajun's picture

The curls will certainly be shrunk by template time, and if they can go small enough I'll try to get everything on the page. As for the type, I had copied Expeditions for the scroll to work, but (assuming still using curl-plates) perhaps if you made it two scrolls like so it could work for both.

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, 2017-04-23 03:33
Vunik
Vunik's picture

It could, but then it also looks like the two scrolls were just placed on top of each other. Then again, the incongruity isn't that noticeable, especially if there's black borders around it.

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TWOK is the best!

Mon, 2017-04-24 23:59
orionshine

Here's another card I'm thinking about. The basic idea is there, but I need help cleaning up the rules text.

Mask★ DeMasque 2 mana symbolRed mana symbol
Legendary Creature-Human Rogue
Whenever Mask★ DeMasque deals damage to a player, create a token on the battlefield under your control that is a copy of target artifact an opponent controls. The targeted artifact loses all rules text and is now named “Mask★ DeMasque’s Note”.
Mask★ DeMasque gets +2/+2 for every “Mask★ DeMasque’s Note” an opponent controls.”
2/2

Tue, 2017-04-25 00:26
voltaic-qui
Featured Set Editor - Best Set of 2015 - Community Award
voltaic-qui's picture

This would be a lot cleaner if it created a Mask★Demasque's Note token and Master Thief'd the artifact.

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."

Tue, 2017-04-25 00:45
MadLuckKingg
MadLuckKingg's picture

@orionshine

Mask★ DeMasque 2 mana symbolRed mana symbol
Legendary Creature - Human Rogue :rarity :
Whenever Mask★ DeMasque deals combat damage to a player, create a token that is a copy of target artifact defending player controls, that artifact loses all rules text and abilities and its name is now "Mask★ DeMasque Note".
Mask★ DeMasque gets +2/+2 for each Mask★ DeMasque Note your opponents control.

Alternatively you could do this:

Mask★ DeMasque 2 mana symbolRed mana symbol
Legendary Creature - Human Rogue :rarity :
Whenever Mask★ DeMasque deals combat damage to a player, gain control of target artifact defending player controls, then that player creates a colorless Mask★ DeMasque token.

@Cajun I love how those are looking, much better then the Invocations look.
IMO I think they should have the scroll ends on the top and bottom for the Name/cost and the artist credit area, be trimmed with the cards color. And I think full art would be really cool as well, but that's just my opinion.

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Wed, 2017-04-26 22:23
Vulgard
Vulgard's picture

So I've created a new mechanic called Dispose. It's very simple.

Dispose <cost> (Pay <cost>: Exile this card from your graveyard.)

Now, the catch is that disposed cards are supposed to be different from exiled cards. For example:

Relive the Moment Red mana symbolRed mana symbol

Instant Rare

Return a disposed instant or sorcery spell you own to your hand. If you cast it this turn, copy it and you may choose new targets for the copy.

However, I don't know if it'll even work. There are also cards that work kinda like Yawgmoth's Will.

Reignite the Past 3 mana symbolRed mana symbolRed mana symbolRed mana symbol

Sorcery Mythic Rare

Return all disposed red instant and sorcery spells you own to your hand. This turn, they cost 2 mana symbolRed mana symbolRed mana symbol less.

Azulon, Lord of the Decayed 2 mana symbolBlack mana symbol

Legendary Creature - Zombie Skeleton Rare

All creature cards in your graveyard have dispose. The dispose cost is equal to their converted mana cost.

Dispose costs you pay cost 2 mana symbol less.

4/2

And I don't know if they even work the way I intend them to either.

So I'm asking for help here. It's supposed to be a black/red mechanic. There will be a white/green mechanic and a blue/colorless mechanic too. But for now, I have to make this one work properly.

Wed, 2017-04-26 22:41
Cajun
Cajun's picture

Moment and Past don't work at all because they become new objects when they change zones (and also go into hidden zones here) and forget what you're attempting to do. You also can't reference 'disposed' unless you add something like "Exile it and it becomes disposed." Disposed as a mechanic has a problem of doing nothing, all it does it let other cards interact with it which they could do anyway.

What you may want to do is make this a flashback/aftermath sort of thing. Dispose - X mana symbol, Exile ~ from your graveyard: [Effect], and then have dispose-matters cards be exile-matters, which can also interact with impulse draw.

Also, "Zombie Skeleton"? New one by me.

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

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

Thu, 2017-04-27 07:20
shiftyhomunculus
Moderator
shiftyhomunculus's picture

Cajun wrote:
exile-matters

pls no

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

Thu, 2017-04-27 12:54
Jéské Couriano
Jéské Couriano's picture

Disposed should NOT be used to get around the graveyard, full stop.

When I do exile-matters, it's with cards that grant bonuses or abilities to permanents while exiled, and not with anything that freely pulls exiled cards back.

Cards literally should not be freely pulled out of exile if an effect shunts them there indefinitely.

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

Thu, 2017-04-27 15:13
Cajun
Cajun's picture

Exile-matters =/= free pull cards out of exile.

Reignite the Past X mana symbolRed mana symbolRed mana symbol
Sorcery
Reignite the Past costs 1 mana symbol less to cast for each card you own in exile.
Reignite the Past deals X damage to target creature or player.

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

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

Thu, 2017-04-27 16:34
Jéské Couriano
Jéské Couriano's picture

Cajun ) That is more or less what I said.

And that card combos stupid well with Leveler.

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

Fri, 2017-05-05 00:25
Flo00
Flo00's picture

I just made up the following card:

<name> Green/blue mana symbol
Enchantment Rare
0 mana symbol: Put a land card from your hand onto the battlefield. At the beginning of the next end step, return two lands you control to their owners' hands. Activate this ability only once each turn.

The "problem" I have with this is, that in a green deck Exploration will allways be better (except maybe if you want landfall?). I don't want my card to be better than Exploration, but some kind of alternative. I want it to do something better than Exploration and cost you something in return. I don't want it to be able to drop 2 additional lands on turn 1. I'd still like it to only cost 1 mana.
I know these are quite some requirements and maybe the card is just fine as it is. I just wnated to hear (or rather read) someone else's opinion on it.

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Fri, 2017-05-05 00:51
Cajun
Cajun's picture

This does have advantages over Exploration in that you can use it during your opponent's turn, or while Force Spike is on the stack. Possible different wording that prevents countering the ability by making it a special action:

Once per turn, you may put a land card from your hand onto the battlefield. When you do, at the beginning of the next end step, return two lands you control to their owner's hands.

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, 2017-05-07 21:52
Flo00
Flo00's picture

Thanks Cajun, I didn't think of that.

"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.

Mon, 2017-05-08 23:34
shiftyhomunculus
Moderator
shiftyhomunculus's picture

Without Pause ???Red mana symbolRed mana symbol
Enchantment - Aura Rare
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may untap it. If you do, it gets -2/-2 until end of turn and, after this phase, there is an additional combat phase.

How much does this need to cost? How much would it need to cost to cut the P/T hit to -1/-1?

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

Mon, 2017-05-08 23:49
Cajun
Cajun's picture

Compare Breath of Fury. Should probably be 'enchant creature you control' so you can't Disfigure a creature that hits you. Can get away with being pretty cheap, as Breath is a full combat minus one guys and not an extra, suicidal, attacker. I'd recommend against -1/-1 so a Slith Firewalker or similar can't just end the game.

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

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

Wed, 2017-05-10 11:10
TheBrokenUrn
TheBrokenUrn's picture

Need help on a card.

Elvish Chaindancer 2 mana symbolGreen mana symbol
Creature - Elf Warrior Common
When ~ enters the battlefield, tap target creature. If targeted creature has flying, ~ deals 1 damage to it.
1/1

Critique?

90% of the time, I'm wrong. The other 110%, I'm right.

Wed, 2017-05-10 11:21
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Green normally doesn't get tapping IIRC but it -does- get to justify bends if they're flying hosers. I'd suggest instead having something like:

Elvish Chaindancer 2 mana symbolGreen mana symbol
Creature - Elf Warrior Common
Flash
When ~ enters the battlefield, tap target creature with flying.
2/1

Looking for fun? Try Battle Boards!

Wed, 2017-05-10 11:22
shiftyhomunculus
Moderator
shiftyhomunculus's picture

Tapping is out of color for green, and the card in general is really quite weak.

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

Thu, 2017-05-11 23:08
MadLuckKingg
MadLuckKingg's picture

I've got a Mythic cycle of cards and I'm currently trying to balance them, so I thought I'd post them here for some possible feedback.
Changeling isn't a mechanic in the set but fits the character really well, should I just leave as the changeling mechanic, or should I just write out that he is all creature types?

Little tidbits that might help feedback and/or suggestions.
Skorian is a VERY powerful warrior, and his sword grants him supernatural like abilities while in his presence. He is also very easily mentally manipulated.

Spoiler:

Spoiler:

Spoiler:

Spoiler:

Spoiler:

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Fri, 2017-05-12 00:45
Vunik
Vunik's picture

If changeling isn't a mechanic in the set, I would recommend being hesitant to use it - one-shot mechanic use often runs the risk of sending the wrong message of a set. These are mythics, which both are freed from that limit and even more bound to it. Enfranchised players know that mythic cards get to do some odd stuff which doesn't entirely relate to its home set. Less enfranchised players, however, see the mythics as the culmination of a set's themes, and having a mechanic that never appeared elsewhere could confuse.

As for individual cards...

White: 4 mana 4/3 with first strike and lifelink, with a +2/+2 bonus to other creatures on attack. A little pushed, but should be good, IMO. Maybe limit the bonus to other attacking creatures?

Blue: 4 mana 4/3 with hexproof and prowess is definitely above curve for blue, even at mythic stats. Plus, I just have to turn it sideways to cast any 4 cost spell (which will trigger its prowess, making it a 5/4)? That's too strong.

Black: Alright, 4 mana 4/3 with menace and...first strike? That's a color break, my friend, sorry. Other than that, it's ability is a little...lackluster? It hits all your other creatures, making them more suspectable to removal or unfavorable blocks.

Red: 4 mana 4/3 with first strike and haste. Fitting of a mythic rare in red. That attack ability however, is not. It's a free shock to each other creature and all players, just for attacking! Yes, it will hit you and yours, but that's not balanced! Run red/white, and this guy is at least on par with Glorybringer.

Green: 4 mana 4/4 with trample and...deathtouch. While not a color break, this is something that WotC avoids at all costs, as it has an annoying rules interaction that makes the combo way more powerful than it seems (you only have to assign 1 point of damage to a creature, then the rest goes to the defending player). And when it attacks, it gets indestructible? That's rediculously good for no cost. I'm going to hit you in the face no matter what, and you can't even use something like Avenging Arrow to kill it.

Over all: Add some costs to your triggered abilities. Judging from the similarities of the cards, you want this to be a strict cycle, but I don't think that's possible, not when the power levels of the abilities vary so widely. You're going to have to twist some dials on the cards individually.

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TWOK is the best!

Fri, 2017-05-12 02:24
voltaic-qui
Featured Set Editor - Best Set of 2015 - Community Award
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Why do you have five cards for the same character? At mythic?

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, 2017-05-12 02:34
ZephyrPhantom
Moderator
ZephyrPhantom's picture

@ MadLuckKingg - This is more from a design/flavor perspective, but take it from someone who used to try and implement a very similar concept: If you want to try and design a character that is so super-deep that they can potentially cover all five colors at once, start with them in 1-2 colors on a single card, and then spread them out across multiple sets. More often than not I find such concepts eventually result in a Legendary or Planeswalker narrowing towards 2-3 colors because the sheer amount of personality traits 2-3 colors can encompass is usually more than enough to cover a single character concept. (It's worth noting, for that matter, that there are very few 5-color legends and most of them take the "all-encompassing of a concept that happens to be in all five colors" angle, and that while there are Planeswalkers out there that theorectically could wield all five colors given enough time, no Planeswalker's entire 'card history' ever has exceeded 3 colors - I'm including Blind Seer and Jaya Ballard, Task Mage in that. For that matter I say 'card history' because Ajani has been Red mana symbol, White mana symbol, or Green mana symbol, but never all three at the same time.).

Otherwise, Vunik covers most of what I would've said in terms of mechanical balance. Changeling as it is sounds pointless - don't include extra keywords when simply making the type "Shapeshifter" will do. Also, I'm not seeing a lot of "can be easily manipulated" here - given the Shapeshifter type why not make him a Blue mana symbolRed mana symbol commander that the opponent can influence or respond to somehow when he attacks?

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Fri, 2017-05-12 18:31
MadLuckKingg
MadLuckKingg's picture

The reason there is five versions of the same character is because these are all separate points in time, in which he was controlled by one of the five leaders of the plane his story takes place on.

also thanks you all for the feedback, it's really helpful Big smile .

@Vunik Just saying first strike in black is not a color pie break, but it is tertiary so it doesn't appear often.

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Fri, 2017-05-12 18:35
Vunik
Vunik's picture

It's rare enough that for the most part, there should be some reason as to it's appearance. I will rescind my comment about it being a break, though.

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TWOK is the best!

Fri, 2017-05-12 18:38
Cajun
Cajun's picture

Black Knight grandfathered in black first strike but it's probably rarer than green flying at this point. Drana, Liberator of Malakir shows us its still showing up.

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, 2017-05-12 22:10
Mocandragon5
Mocandragon5's picture

For the new set I am working on, I have come up with two planeswalkers:

Spoiler:
??? 2 mana symbolRed mana symbolWhite mana symbol
Planeswalker — ??? Mythic Rare
Starting Loyalty: 4
+1 Loyalty: Up to one target creature you control fights target creature you don’t control.
-2 Loyalty: You gain 3 life. Create a 1/2 red Lizard creature token.
-7 Loyalty: Target creature gets +X/+X, trample and haste until end of turn, where X is the number of creatures you control.

??? 2 3 mana symbolGreen mana symbolBlue mana symbol
Planeswalker — ??? 2 Mythic Rare
Starting Loyalty: 3
+2 Loyalty: Destroy target artifact or enchantment.
+1 Loyalty: Distribute two +1/+1 counters among up to two target creatures.
-X Loyalty: Create a X/X green Plant creature token.

Any feedback or balancing on these guys would be great.

Fri, 2017-05-12 22:32
Cajun
Cajun's picture

Both have removal as a [+] which is a terrible idea. Getting a loyalty counter and more than 1 damage starts at six mana with Chandra Ablaze and Sorin Markov, and the only that outright destroy are Garruk, Apex Predator and Bolas at 7 and 8 mana.

Meanwhile, your minuses are underwhelming for the cost. Your ultimates feel like middle abilities and the [-2] looks like a [0] or even a [+1] on other walkers. Most of the time these are going to be enchantments that blow something up every turn instead of 'walkers.

For Red/white mana symbol I'd beef up the ulti, like 'creatures you control get +1/+0 and gain haste ueot for each creature you control.' and swap the other two abilities to [+1] and [-1] or [0]. Might want to keep in mind fight is more Green mana symbol than Red/white mana symbol at this point but it's fine if you want it.
Green/blue mana symbol has no reason to be Blue mana symbol as is. Maybe change the [+2] to a [-1] 'bounce target nonland permanent' or similar and add in some Blue mana symbol shenanigans into the last ability. Ajani, Mentor of Heroes says your counter ability is fine.

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, 2017-05-14 02:09
Mocandragon5
Mocandragon5's picture

I know they have issues, as they started off as flavour based, and then would be developed from there.

@fluffy - Would create two X/X plants work for Green/blue mana symbol guy?

@Cajun - Thanks for the bounce idea, and I did double check how many red cards had fight, and there were a decent amount so I thought it'd work (He was originally Red/green mana symbol, but having two Green mana symbol walkers would be a bit unbalanced). I'll also change the two costs for Red/white mana symbol guy.

Thanks for the feedback, both of you.

Edit:
Back again. As I have designed about half of the set's commons (in a first-draft form), I decided to take on a mythic. This is mostly a question of balancing.

___, Stalwart Naturalist 3 mana symbolRed mana symbolGreen mana symbol
Legendary Creature — Elf Knight Rebel Mythic Rare
Martyrdom — Whenever an attacking creature you control dies, the next creature spell you cast this turn has convoke.
3/3

(The set has a Red/green mana symbol Elf tribal theme in it, with this being the lore figurehead. Martyrdom is just a slightly modified Glorify, the mechanic which became Exert.)

Sun, 2017-05-14 02:16
Cajun
Cajun's picture

Ability isn't worth much without a vigilance subtheme. Martyrdom encourages attacking but convoke discourages it. They can stand to be cheaper/beefier with this ability.

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, 2017-05-14 02:29
Mocandragon5
Mocandragon5's picture

That is true. There is actually a theme of self-sacrificing creatures in two of the other colours (Martyrdom is a three-colour mechanic in this set) but it is true convoke discourages attacking. It would make sense for her to be cheaper too, with convoke being more useful earlier on.

Mon, 2017-05-15 07:03
aquaumisa
aquaumisa's picture

So I have a commander concept here, and I have this weird ability I'd liked ironed out.

"Whenever a noncombat source deals damage to a creature or an opponent, create an X/1 red and white Elemental creature token, where X is the highest amount of damage it dealt this way."

Like, can someone help me word it in such a way so that, for instance, a lava axe gets a 5/1 elemental, but an Aurelia's Fury split between 4, 1, and 3 will get the 4/1.

Step: zero to one

Blue/black mana symbol <3 Blue/black mana symbol

Self professed Love Live fan.

Dive into the Planear Ocean and explore whole new worlds!

Mon, 2017-05-15 13:49
TheBrokenUrn
TheBrokenUrn's picture

I have a card from a personal set that I need help with the syntax.

Unstable Lamp Charge Red mana symbol
Enchantment - Aura Common
Enchant artifact or creature
Whenever enchanted permanent becomes tapped, if it is a creature, ~ deals 2 damage to it. If it is an artifact, destroy target artifact and you get Energy symbol.

90% of the time, I'm wrong. The other 110%, I'm right.

Mon, 2017-05-15 16:31
Cajun
Cajun's picture

It does both if it's an artifact creature but wording works. Seems very fiddly and repeated destruction-y for a common though.

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, 2017-05-20 06:43
Meowzers98
Meowzers98's picture

Just wanted to know if this wording would work:

"If a source would cause at least three of your creatures to die, creatures you control gain indestructible until end of turn."

Would the granting of indestructibility be too late? If so, how else could that be worded?

Sat, 2017-05-20 15:10
Cajun
Cajun's picture

It's a replacement effect, so it's not too late. You might want to go with "If a spell or ability would destroy three or more creatures you control, creatures you control gain indestructible until end of turn.", or the Equinox route of countering it.

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, 2017-05-20 17:31
Gorgonzola
Gorgonzola's picture

I had some idea for contraptions...

Spoiler:
Overclocking 1 mana symbolRed mana symbol
Sorcery Common
Put a volatile counter on target artifact. (Whenever a permanent with a volatile counter would leave the battlefield, its controller may have it deal 1 damage to target creature or player for each volatile counter on it.)

Rigged Rigger 4 mana symbol
Artifact Creature - Rigger Construct Uncommon
2 mana symbol, Tap symbol: Assemble. (Create a colorless Contraption artifact token with "Sacrifice this artifact: Add Colorless mana symbol to your mana pool.")
2 mana symbol, Tap symbol: Put a volatile counter on target artifact.
0/2

Fiery Innovator 2 mana symbolRed mana symbol
Creature - Human Rigger Uncommon
Whenever Fiery Innovator deals combat damage to a player, assemble.
Red mana symbol, Disassemble a Contraption: Fiery Innovator gets +2/+0 until end of turn. (To disassemble a Contraption, sacrifice it. A creature may disassemble only Contraptions it assembled.)
1/3

Safe Storage 3 mana symbolWhite mana symbol
Enchantment Rare
Activated abilities of artifacts you don't control can't be activated.
"With great power comes great responsibility. Better I take it."

Danger Zone 4 mana symbolRed mana symbolRed mana symbol
Enchantment Rare
At the beginning of each player's upkeep, that player puts a volatile counter on each artifact he or she controls.
"Area 37: High risk zone - apply ventilation and protect from shocks; whatever happens, don't touch the machines"
-Zimrra's log, entry 852.

I just dont understand why people pay thousands for a piece of cardboard.
Why just don't play some casual? Gee, it isn't even fun to play with, and especially against.

Sat, 2017-05-20 19:33
Mrchristianpunk
Mrchristianpunk's picture

Help, I think this is pretty much overpowered, but idk how to fix this.

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Mon, 2017-05-22 06:35
MadLuckKingg
MadLuckKingg's picture

@Gorganzola I think that the "A creature may disassemble only Contraptions it assembled." could cause confusing board states, especially when you get multiple creatures creating contraptions.

@Mrchristianpunk I'm not really sure how to help you balance your card, put I fixed your wording for you.

Spoiler:

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My Set Hub - http://magicseteditor.sourceforge.net/node/12668

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