The Wonderful, All-Encompassing Card Clinic

continued...
Tue, 2009-07-21 20:12
Joz
Joz's picture

Quote:__@Joz__ _Cobalt

Quote:
__@Joz__
_Cobalt Leviathan_
????
At 10 mana, this is likely to be zombified into play more than cast. There is so much weird stuff on here too. It shouldn't get haste, rampage is ... better left dead, the second line is horribly worded, blue doesn't destroy creatures, black doesn't get to untap, the creature production seems weak for a 10 mana creature. My fix: "try again".

_Darkwell Bloom_
Probably could be 6 mana.
"As an additional cost to playing ~, you may pay 10 life.
Destroy all creatures. They cannot be regenerated.
If you paid the additional cost, put a 1/1 black Skeleton creature token into play for each creature put into a graveyard this way."

_Darkwell Wave_
"As an additional cost to playing ~, pay 3 life."
This is a weird card though. Why do other players gain life? Why do you wait until the end of turn to put the zombie into play? For the cost, I would suggest you simply kill a [non-X] creature and put a zombie into play. It's good but only in monoblack.

_Inkflesh Sliver_
Firstly, stick to normal sliver wording for sharing sliver abilities.
Since when does blue get damage prevention? How about, 'All slivers get, ": target non-Wizard creature blocking or blocked by this creature gets -3/-0 until end of turn".
Black ability is fine.


For the Leviathan, yea, its supposed to be necro'd into play.
Rampage Removed and Haste
Changed the blue ability too: T, UU: Gain control of target creature that is enchanted or equiped.
And the last ability to (U/B)UB 5 life: untap

Bloom:
Down to 3BBB, text fixed, and added a bit on the last line, thanks.

Quote:
As an additinal cost to play Darkwell Bloom, you may pay 10 life.
Destroy all creatures, they can’t be regenerated.
If you paid the additinal cost, put a 1/1 black Skeleton creature token into play for each creature put into any player’s graveyard this turn.

Wave:

Quote:
As you play ~ you may pay 3 life or you loose the game.
Remove target creature from the game, at the end of turn put a 2/2 black Zombie token with fear into play under your control.

Inkflesh:
Mistform...

Quote:
All slivers gain the following “U: Target attacking or blocking non-wizard creature gets -3/-1 until end of turn.” and “B: This creature gains Wither until end of turn.”


U - B/U - R - R/U : I am the man in the middle inducing migranes and burning away at your life everday.

Wed, 2009-07-22 00:25
kamui_hiryoku
kamui_hiryoku's picture

Okay then...@Ragnarokio:

Okay then...

@Ragnarokio: Hmm...well, let's start from the top.
Crayglor Lagoon seems rather Swamp-ish what with murk counters and all...also you want to make sure that you state to tap an untapped creature you control since technically, you can tap a tapped creature.
Crayglor Grassland looks good although it might mayhap be a little slow.
Arklar Queen's main problem is in the type line. Ant is not a card type. Leader will probably have to be a supertype or a keyword. The same thing goes for Zakbar Queen.
Assuming you make Leader a keyword, you could word them something like this...

Arklar Queen
4 mana symbolGreen mana symbolGreen mana symbolGreen mana symbol
Leader (Only one creature with Leader may be on the battlefield under your control.)
Tap symbol, Sacrifice an Ant: Put X 1/1 green Ant creature tokens onto the battlefield, where X is the sacrificed creature's power plus its toughness.
Tap symbol, Sacrifice X Ants: Put an X/X green Ant creature token onto the battlefield.

Zakbar Queen
4 mana symbolRed mana symbolRed mana symbolRed mana symbol
Leader (Only one creature with Leader may be on the battlefield under your control.)
~ enters the battlefield with ten ferocity counters on it.
Tap symbol, Remove X ferocity counters from ~: Put X +1/+1 counters on target Ant creature. (X can't be greater than 3.)
Whenever an Ant creature is put into your graveyard from the battlefield, put a ferocity counter on ~ for each +1/+1 counter on that creature.

That should roughly be right, although, it strikes me that Zakbar Queen seems rather overpowered.

Defend the Hive's wording should be "Untap each Ant you control. At the beginning of the next end step, tap each Ant creature you control."


Check out my set: Aftermath.

Wed, 2009-07-22 05:56
Ragnarokio

i'm having alot of trouble

i'm having alot of trouble wording my creature right. Basically its cost is determined after you summon it, its a random number from 1-10, and if you don't pay it hes removed from the game. And then each turn his toughness and power change to a random number thats equal to either 1,2, or 3x his mana cost. Right now i have his wording like this.

Spoiler:
When Unstable Ooze comes into play, roll a 10 sided die. You pay whatever number comes up for Unstable Oozes mana cost. if you don’t pay it then remove Unstable Ooze from the game.

At the beginning of each of your upkeeps roll two 3 sided dice. Unstable Oozes power is equal to the ammount of mana you paid for Unstable Ooze times the result of the first die. Unstable Oozes toughness is equal to the ammount of mana you paid for Unstable Ooze times the result of the second die.

i really don't like this wording, and i'm almost positive i'm completely wrong with it, how should i set it?

Wed, 2009-07-22 06:19
Guitarweeps

@Pick at Flies - You are

@Pick at Flies - You are right about suspending 0. I forgot that you have to remove the last time counter to play it.

@Ragnarokio -
Crayglor Lagoon - This is overpowered even though you have to charge it before you use it. Use this with Phyrexian Walker and you could have access to a lot of mana early. I would suggest an activiation cost or make this an artifact. Remember the colon after the Tap symbol.

Crayglor Grassland - This reminds me of the Time Spiral charge lands. Since it doesn't produce mana itself I think it is balanced. Shouldn't be legendary unless you give it the ability to produce mana off the bat. Remember the colon after the Tap symbol.

Arklar Queen - First off, remember that the type line should read "Creature - Ant Leader". I assume the reminder text you have there is just for us and not actually on the card. I think this one is balanced, although I would make it sacrifice ANOTHER Ant so it can't sac itself. Not for balance, just it would make sense that way. Also, we now "put onto the battlefield" not in play.

Zakbar Queen - I think this is fine. I would make the counters equal to the mana cost ot P/T. Some wording issues. You "put X +1/+1 coutners on target ant"; "~ enters the battlefield with X Ferocity counters"; "whenever an Ant you control is put into the graveyard from the battlefield, ..."

Also, remember that whenever there are multiple costs for an ability, they are separated by a comma. For instance:
Tap symbol, sacrifice X ants: put an X/X green Ant token onto the battlefield.

Currently working on:
Undead Mini-Plane
Triannon Shard Refraction
Drel Alar Block

Wed, 2009-07-22 07:22
desmonthesis

Maybe something like

Maybe something like this?

Unstable Ooze 0 mana symbol
(Artifact?) Creature - Ooze
As an additional cost to cast ~, pay X mana symbol, where X is equal to the result of rolling a 10-sided die.
~ enters the battlefield with X ooze counters on it.
At the beginning of your upkeep, roll two 3-sided die. ~'s power is equal to the number of ooze counters on ~ times the result of the first roll, and its toughness is equal to the number of ooze counters on ~ times the result of the second roll.
1/1

It's a bit wordy, but I think that's what it should be

Angeli Domini UNDER CONSTRUCTION

Wed, 2009-07-22 10:35
MageKing17
MageKing17's picture

@Picks-at-Flies

Picks-at-Flies wrote:
Still too wordy for a simple effect. I propose stripping it down to the following:
"Exile all creatures devoured by ~. Sapphira has all abilities of cards exiled in this way."
Any complications that arise fall under the same as rules as Clone etc. As a side effect, you get all the negative abilities too, but the simplicity easily makes up for that.
No, it most certainly isn't like Clone at all. You're getting all the abilities of multiple cards simultaneously, and in layer 5 (6 under the new rules) instead of layer 1. Which means a whole lot of confusing things, including the possibility that CDAs affecting anything other than power and/or toughness would simply fail to work.

There is a reason cards like Skill Borrower only ever gain activated abilities.

"In the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's future. And we are all mortal."

Wed, 2009-07-22 12:54
Guitarweeps

Ragnarokio - I think that

Ragnarokio - I think that requiring a ten sided die and 3 sided die is a little too wacky for a card. magic generally only requires six sided. I am not saying that you can't, it just might be better to use the one often used. It also will need a base cost or else you are getting a very large attacker for less than you paid for every time. Are the new P/T supposed to last until end of turn or until the next roll? if EOT, then that needs to be in there as well.
You could roll a six sided for the counters and for the P/T just make it added instead of times. (with times I think it is overpowered anyways.

Using desmonthesis' wording it could look like this:

Unstable Ooze - Red mana symbol
Creature - Ooze
As an additional cost to cast ~, pay X mana symbol, where X is equal to the result of rolling a 6-sided die.
~ enters the battlefield with X ooze counters on it.
At the beginning of your upkeep, roll two 6-sided die. ~'s power is equal to the number of ooze counters on ~ plus the result of the first roll, and its toughness is equal to the number of ooze counters on ~ plus the result of the second roll.
1/1

Currently working on:
Undead Mini-Plane
Triannon Shard Refraction
Drel Alar Block

Wed, 2009-07-22 20:07
MageKing17
MageKing17's picture

Unstable Ooze

I'm not sure if it's a good idea to have what looks like a CDA but obviously isn't a CDA (because it's triggered). You might confuse some players, because while it's effects happen in layer 7b (now that P/T effects go in layer 7), they might expect them to happen in layer 7a.

I'd go for a CDA setting it's power and toughness to the number of ooze counters, then getting +X/+Y until its next upkeep every upkeep.

Unstable Ooze - Red mana symbol
Creature -- Ooze
As an additional cost to cast ~, pay X mana symbol, where X is the result of rolling a 6-sided die.
~ enters the battlefield with X ooze counters on it.
~'s power and toughness are each equal to the number of ooze counters on it.
At the beginning of your upkeep, roll two 6-sided dice. ~ gets +X/+Y until your next upkeep, where X is the result of the first roll, and Y is the result of the second roll.
*/*

"In the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's future. And we are all mortal."

Thu, 2009-07-23 02:22
HudsonWolf
HudsonWolf's picture

ALKEST: All of you are

ALKEST: All of you are entirely right about this one... though he IS supposed to be the strongest card, in a sense, in the set, he was vastly overpowered... I reworked the first ability entirely, recosted the last ability, changed the starting loyalty, and made the cost more, eh, flavorful. (I decided that since he was the Designer of the world, he should have some of each color in him... just mostly white.) New version here:

Alkest the Designer - White/blue mana symbolWhite/black mana symbolRed/white mana symbolGreen/wite mana symbolWhite mana symbol
Planeswalker - Alkest (M)
+2: Both players sacrifice a permanent. If the sacrificed permanent is white, they may choose to add one mana of any color to their mana pool or gain 2 life.
-X: Gain life equal to X doubled.
-11: Exile all nonland permanents except for Alkest, the Designer. Both players discard their hands and then exile their graveyards.
5

ALRIC: Recosted a thing or two and changed the ultimate.

Alric Stefans - White mana symbolWhite mana symbolBlue mana symbolBlue mana symbol
Planeswalker - Alric (M)
+1: Creatures you control gain vigilance until end of turn.
-2: Creatures you control gain pierce (their power doubles when attacking) and steadfast (their toughness doubles when blocking) until your next upkeep step.
-7: Put an enchantment token onto the battlefield with "You cannot lose the game." If Alric Stefans leaves the battlefield, sacrifice the enchantment.
4

FALOS: Changed the first ability so that they're worse to start out, but better if you buff them with the middle ability (which got simplified). The ultimate... it's entirely different, but I'm not sure if this is any good either...

Falos, King of Drania - A 2/W hybrid mana symbol.A 2/W hybrid mana symbol.A 2/G hybrid mana symbol.A 2/G hybrid mana symbol.
Planeswalker - Falos (M)
+2: Put a 0/1 Dranian Archer creature token with reach and first strike onto the battlefield.
-2: Put two +1/+1 counters on each Dranian you control.
-8: Put a 4/4 Dranian King creature token onto the battlefield with haste. Creatures you control gain +1/+1 for each other creature sharing a creature type with them, lifelink, and trample until end of turn. At the beginning of your opponent's next upkeep, sacrifice all creatures that attack on this turn.
5

JENNA: Well, the reason for her original costing was that she was intended to be the 'leader', of a sort, of a W/U/R faction in my set. As for the second ability, I think -2 is fine, since it also allows your opponent to use any tricks they have... though now I added a second part to it, which fits in the white and red and increases the cost.

Jenna Praddiff - Red/green mana symbolWhite mana symbolBlue mana symbol
Planeswalker - Jenna (M)
+1: Tap or untap target permanent.
-3: Untap all lands. Each player deals damage to a creature of their choice equal to the number of Mountains they control untapped this way and gain life equal to the Plains they control untapped this way.
-8: Take two turns after this one.
5

SORALIS: Changed the first ability to suspend things and weakened the second ability slightly. Changed the ultimate to give it more variety and ultimate-ness.

Soralis, Dragonlord - 4 mana symbolBlue mana symbolBlue mana symbolRed mana symbol
Planeswalker - Soralis (M)
+1: Remove target card in your hand from the game with time counters on it equal to its converted mana cost. It gains suspend.
-1: Remove three time counters from target suspended permanent.
-7: You may play one card from your hand, one card from your graveyard, and one card from target player's graveyard without paying their mana costs. If all three are blue or red, they cannot be countered.
6

On another note, a new card I thought up:

Mana Reservoir - 2 mana symbolBlue mana symbolGreen mana symbol
Enchantment
1 mana symbol,Tap symbol: Put one mana counter on Mana Reservoir.
Sacrifice Mana Reservoir: Add X mana symbolBlue mana symbolGreen mana symbol to your mana pool, where X is the number of mana counters on Mana Reservoir.

And two more in honor of the famed Black Lotus:

Lotus Cultist - 3 mana symbolBlack mana symbol
Creature - Human Cultist (U)
Tap symbol: Put a bloom counter on target permanent. Any permanent with three or more bloom counters on it has "Sacrifice: Add three mana of any one color to your mana pool."
1/3

Lotus Cult Leader - 2 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Legendary Creature - Human Cultist (R)
Tap symbol, sacrifice a Cultist you control: Add three mana of any one color to your mana pool."
3/3

I may contradict myself a lot, but at least I'm not a hypocrite.

Thu, 2009-07-23 03:30
Rusty Keyes
Rusty Keyes's picture

Seems more like the cultist

Seems more like the cultist is better than its leader... You might want to switch the two.

ಠ_ಠ

Thu, 2009-07-23 09:33
Powerrox93
Powerrox93's picture

Help to balance this Card

Help to balance this Card

3 mana symbol Blue mana symbol Blue mana symbol Blue mana symbol

Defender

1/10

I still wan't it to be a 1/10 defender and just blue mana for this card and free of choice mana,

Thu, 2009-07-23 10:59
Ulxiz
Ulxiz's picture

Quote:Help to balance this

Quote:
Help to balance this Card

??? 3 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Creature - ???
Defender
1/10

I still wan't it to be a 1/10 defender and just blue mana for this card and free of choice mana

This card is severely underpowered. It's strictly worse then Indomitable Ancients. I would use 3 mana symbolBlue mana symbol or 1 mana symbolBlue mana symbolBlue mana symbol as a decent cost.

Thu, 2009-07-23 12:39
Powerrox93
Powerrox93's picture

Ok *I'm new to creating

Ok
*I'm new to creating MTG-cards*

Thu, 2009-07-23 14:28
Pichoro
Moderator / Template Developer
Pichoro's picture

I wouldn't even make it

I wouldn't even make it blue, I'd make it white, and cost it at 2W. The problem is that heavy defense like this isn't in blue's philosophy, its in white's (as demonstrated by Indomintable Ancients).

Odds of Dying - 1:1
My Custom Set List
♥♥♥♥

Thu, 2009-07-23 16:09
Nomajii
Nomajii's picture

Unstable Ooze

I love the general idea for this card. Here's my idea for a revamp.

Unstable Ooze - 2 mana symbolRed mana symbol
Creature -- Ooze
~ enters the battlefield with 2 ooze counters on it.
~'s power and toughness are each equal to the number of ooze counters on it +1.

At the beginning of your upkeep, reveal the top three cards of your library. Put an ooze counter on ~ for each non-land revealed in this way. Remove an ooze counter from ~ for each land revealed in this way.

At the beginning of your upkeep, roll two 6-sided dice. ~ gets +X/+Y until your next upkeep, where X is the result of the first roll, and Y is the result of the second roll.
*+1/*+1

Although it removes the random nature of the casting cost, it adds the ability to stack your deck and make this critter a monster.

This could be balanced by adding another Red mana symbol to the casting cost.



Another option, keeping the random casting cost but still using the library:

Unstable Ooze - X mana symbolRed mana symbol
Creature -- Ooze
As an additional cost to cast ~, reveal the top card of your library. X equals the converted mana cost of the revealed card. ~ enters the battlefield with X ooze counters on it.
~'s power and toughness are each equal to the number of ooze counters on it +1.

At the beginning of your upkeep, reveal the top two cards of your library. ~ gets +X/+Y until your next upkeep, where X is equal to the converted mana cost of the first revealed card, and Y is equal to the converted mana cost of the second.
*+1/*+1

Thu, 2009-07-23 17:48
Guitarweeps

@Hudsonwolf - Alkest - This

@Hudsonwolf -
Alkest - This one is much different. At it's current cost you can actually make this a little more powerful becuase it is 'harder' to come with 5 colors or 5 White mana symbol (or something in between). The +2 should either say "each player" or my suggestion would be "each opponent" as it can afford to be more powerful. I would also make it that you get the bonus for white or just drop that completely. Sacrificing is really only black though so I would suggest a different approach to this. Ultimate can be simplified to "Exile all other nonland permanents. Each player discards their hands and then exile all cards in their graveyard."

Alric - I like this approach to the ultimate better but it is very weak. I think this wording would be better "You cannot lose the game as long as you control ~". That way the only way they can beat is to kill Alric rather than naturalize the enchantment token. It also is more flavorful, makes him into a Platinum Angel planeswalker (you could also add the "opponent's can't win the game" clause). With that being said, his + ability is weak and he will probably die really quickly after using the ultimate. I would increase it to +2 to make it better and get him within ultimate-and-still-live range quicker.

Falos - I think the tokens can still be 1/1, maybe without first strike, maybe still with? 2nd ability is fine. I don't get the ultimate though. Why a Dranian King token? Isn't Falos the Dranian King? I am not sure this is the best way to represent that because the token can be killed in battle but the 'Dranian King' is still alive. You opponent can target 'Dranian King' the token or the planeswalker. Doesn't make sense. I would ditch the token and the sacrifice clause, and keep the middle part. Also I think that starting loyalty at 4, a +1 for the 1st ability, and -6 for the ultimate would be better.

Jenna - The 2nd ability is kind of wordy, it almost looks like it wants to be the ultimate. I don't see a reason to give your opponents a bonus from this. If you want to make it have red and white I would honestly suggest a revamp of the whole concept and try to show it in the ultimate. The ultiamte is where you really show the flavor of who teh planeswalker is. Also, did you mean to add Green mana symbol in it now? It was only Blue mana symbolRed mana symbolWhite mana symbol before.

Solaris - Not sure what the flavor for this guy is supposed to be but see some the same issues I mentioned to ShadowKyorge ealier. The +1 ability is useless if you have no cards in hand. Also you can't really use it in converted mana cost 0 mana symbol cards or lands because they will never come back. This means that when you are low on cards you will not be able to increase his loyalty. Also, the ultimate has a lot of graveyard interaction for a blue and red card. Either limit it to instant/sorcery which is their territory or change it up. He seems to interact with time so maybe a little future sight and take a card from the top of the library? Or look at top 3? Or maybe even from target opponent's hand? Not usually blue, but still enough in blue's territory that it can pass.

Mana Reservior - The name suggests it is an artifact to me. Fine other than that. I would suggest making it all colored mana though.

Lotus Cultist - He should put the counters on himself. No need to grant the ability to other permanents. They will lose the ability once he leaves play.

Lotus Cult Leader - Make him generate tokens and 3/4 to push out of reach of most common direct damage.

Currently working on:
Undead Mini-Plane
Triannon Shard Refraction
Drel Alar Block

Thu, 2009-07-23 20:28
Brave Lion
Brave Lion's picture

Need some inspiration for a

Need some inspiration for a blue creature that is designed to be primarily for midrange decks.
CMC 4-6 with 2 or 3 Blue mana symbol in its cost. The abilities should feel midrange, no evasion allowed except trample. Maybe some tendencies towards activated abilities?

Thu, 2009-07-23 20:48
Joz
Joz's picture

Quote:Need some inspiration

Quote:
Need some inspiration for a blue creature that is designed to be primarily for midrange decks.
CMC 4-6 with 2 or 3 in its cost. The abilities should feel midrange, no evasion allowed except trample. Maybe some tendencies towards activated abilities?

Gorami Experiment - 3UU
Creature - Mutant
Sacrifice a non-basic land, add 2U to your mana pool.
U: ~ gains Trample until end of turn, play only durring your upkeep.
UUU, T: Tap target creature, as long as ~ remains taped ,you may choose not to untap ~ durring your untap step.
4UUU: ~ gets +5/+5 until end of turn, you may only spend 4UUU in this way each turn.
5/3


U - B/U - R - R/U : I am the man in the middle inducing migranes and burning away at your life everday.

Fri, 2009-07-24 06:31
windandfire
windandfire's picture

Back to the Future (Of Ravnica)

I've got the beginnings of a cycle for a set taking place in Ravnica's future. The guild system fell apart and the city eventually saw five new groups rise to power. These five new guilds are tri-enemy colored (aka the wedges). This cycle is for these new guild leaders, all of which except Szadek are new characters.

Leader of the Necrafield Watch - 3 mana symbolBlack mana symbolGreen mana symbolWhite mana symbol
Legendary Creature - Spirit Cleric {M}
Black mana symbolGreen mana symbolWhite mana symbol, Tap symbol: You gain 1 life for each creature card in your graveyard. Target opponent looses 1 life for each creature card in their graveyard.
5/5

I'm pretty happy with this one, other than the placeholder name. The Necrafield is very interested in comes into play and leaves play triggers, and life advantage (such as Consume Spirit). Each card in the cycle has a similar mana and ability cost.

Rakaden Guildmaster - 3 mana symbolRed mana symbolWhite mana symbolBlue mana symbol
Legendary Creature - Human Dragon {M}
Flying
Red mana symbolWhite mana symbolBlue mana symbol, Tap symbol: Rakaden Guildmaster deals 3 damage to target creature or player. Target player gains 3 life. Target player draws a card.
4/4

The Rakaden Guild was formed from remnants of the Izzet and Azurius Senate. They're about as crazy and talented as the Izzet and are Ravnica's major lawmakers. This guildmaster is a result of someone taking Niv-Mizzet's cloning experiments a bit too far. I need help finding a more flavorful ability here.

Rakda Ilisin, Degablood Captain - 3 mana symbolWhite mana symbolBlack mana symbolRed mana symbol
Legendary Creature - Human Demon {M}
Vigilance
White mana symbolBlack mana symbolRed mana symbol, Tap symbol: Rakda Ilisin gains double strike and flying until end of turn. You loose half you life, rounded up.
4/6

The Degablood Patrol is comprised of ex-boros members who wish to uphold the law, and ex-rakdos members who want to cause destruction. Combined, they take care of most public disturbances, both starting and finishing them that is. Rakda's ability I like, but I'm not sure how it fits power-wise. Would the drawback be too much, or is it still too good?

I have one last card for now I need some opinions on. A section of the city became flooded, providing a nice swampy area for Szadek's ghost to lead the Anagrove faction (Blue mana symbolBlack mana symbolGreen mana symbol, described best as: transfiguring ninja plant mutants). This is a hydra that has become attuned to Szadek's spirit allies in the area, learning some of their tricks. I'm not sure how well it's ability fits the color combination though. Any comments?

Ghostlink Hydra - 1 mana symbolBlue mana symbolBlack mana symbol
Creature - Hydra {U}
Whenever a player casts an instant or sorcery spell, if Ghostlink Hydra is the only target of that spell, copy the spell. You may choose new targets for the copy.
The floodlands hold great terrors for those brave enough to venture too deep.
4/1

Thanks for your comments. And I am indeed aware (and trying to avoid reading) of both the Ravnica: II and the Enemy Shards sets in development here.

"I will do science to it." - Kimiko “Thunderbolt” Ross
"I can wire anything directly into anything - I'm the professor!" - Professor Hubert J. Farnsworth
"Our tanks can't hold aggro of that magnitude!

Sat, 2009-07-25 05:07
kiligir
kiligir's picture

Leader: Awesome card. You

Leader: Awesome card. You misspelled "loses," but the card looks balanced to me.

Guildmaster: A Lightning Helix attached to a permanent with a cantrip and individual targets is very powerful. Maybe a static ability like Niv-Mizzet's. Let me try this:

Rakaden Guildmaster - 3 mana symbolRed mana symbolWhite mana symbolBlue mana symbol
Legendary Creature - Dragon (Human doesn't really make sense here.)
Flying
Whenever you draw a card, you may gain 1 life or deal 1 damage to target player.
Red mana symbolWhite mana symbolBlue mana symbol, Tap symbol: Counter target spell that targets you or a permanent you control, if you do, draw a card.
4/4

You said that the Azorious and the Izzet got together. Seeing as the Senate loves to control things and the Izzet love compulsive research, this all seems to fit. Also, the tap ability can trigger the other ability when it does something useful.

Rakda: You should shave off the drawback, look at Sunhome, Fortress of the Legion. It gives double strike for 2 mana symbolWhite mana symbolRed mana symbol, why should you have to pay the same drawback as Temporal Extortion?

Hydra: It's sort of like a miniture Ink-Treader Nephilim except it has black in it's cost. Maybe if it cost Blue mana symbolBlack mana symbolGreen mana symbol instead of 1 mana symbolBlue mana symbolBlack mana symbol it would be okay. Also, maybe just make it a 2/2. You don't see many big power, low toughness cards in any of the guild's three colors.

Hope that helps. A happy smile

The problem with philosophy is that no major philosopher had the internet.

Sat, 2009-07-25 08:20
Guitarweeps

I've got a card that I am

I've got a card that I am not sure is worded right. Here it is.

Sword Expert 2 mana symbolWhite mana symbolWhite mana symbol
Creature - Human Knight
First strike, vigilance
~ may block up to two creatures. You may have ~ deal combat damage equal to it’s power to each creature it blocks instead of splitting the damage between them.
3/3

Basically, I want it to block two creatures deal damage to each equal to his power. Not sure if this is the best wording. Thanks.

Currently working on:
Undead Mini-Plane
Triannon Shard Refraction
Drel Alar Block

Sat, 2009-07-25 08:58
desmonthesis

Sword Expert Creature -

Sword Expert 2 mana symbolWhite mana symbolWhite mana symbol
Creature - Human Knight
Vigilance
~ may block up to two creatures.
When ~ blocks more than one creature per turn, you may have it deal damage equal to its power to each creature it blocks. If you do, ~ deals no combat damage this turn.
3/3

It's a little wordier, but I think it's more correct. The effect you want seems more like a replacement effect to me for combat damage, rather than an ability that triggers during the damage step, since it has first strike. Someone may correct me on this if I am wrong, though.

Also, I had a wording question on a new land I'm trying to create:

Carnivorous Grove
Land {R}
Tap symbol: Add Green mana symbol or Black mana symbol to your mana pool
Black/green mana symbolTap symbol, Sacrifice a creature: Add X mana symbol to your mana pool, where X is the sacrificed creature's mana cost (Including color).

Angeli Domini UNDER CONSTRUCTION

Sat, 2009-07-25 15:23
kiligir
kiligir's picture

Try this

Carnivorous Grove
Land {R}
Tap symbol: Add :gsym: or :bsym: to your mana pool
, Tap symbol, Sacrifice a creature: Add to your mana pool mana equal to the sacrificed creature's mana cost. (Mana cost includes color.)

Maybe that works?

The problem with philosophy is that no major philosopher had the internet.

Sat, 2009-07-25 18:38
innuendo
Moderator
innuendo's picture

Please explain how that land

Please explain how that land is even remotely ballanced, because it's not even close.

Current Projects: Siege TCG

Sat, 2009-07-25 18:54
Nomajii
Nomajii's picture

Carnivorous Grove

To balance the card, here is my suggestion:

Carnivorous Grove
When ~ enters the battlefield, sacrifice a green and black creature.

Tap symbol: Add Black mana symbol or Green mana symbol to your mana pool.

Black/green mana symbolTap symbol, Sacrifice a creature: Add the sacrificed creature's exact mana cost to your mana pool.

The balance could even be reduced to simply sacrificing a creature. My reasoning for adding this line is not only balance, but flavor. It enters hungry...

Sun, 2009-07-26 22:10
windandfire
windandfire's picture

Thanks for the suggestions.

Thanks for the suggestions. You know, sometimes you just need to hear a different mind's ideas before you can make a decision.

I've just designed the remaining two pieces of the cycle, and I'd like to know what you guys think of them.

Huro is the champion of the Cetahold Clan, a less then civilized group of old gruul clans who turned to the biomancers and mages to improve their survivability rate in post-guild ravnica. With the azurius in pieces and the guildpack broken, the city became a dangerous place. The boros legion lost much of their support after the death of nearly every angel, leaving the rakdos enthusiasts and criminals unchecked. The simic biomancers who survived Kraj's cytoplast summoning (hooray for mtgwiki!) formed a more independent type of improvement. Cetahold members outfited themselves with special bioarmor plating that caused spells to bounce off most of them. This brings me to red's answer to shroud:
Spell resistance (Whenever this becomes the target of a spell or ability, flip a coin. If you win the flip, counter that spell or ability.)

But Huro forgo the simic's bioarmor in favor of a more productive form of magic. He is known for being a cunning general (and for having the next best creature type combo since Demon Dragon), knowing when he's needed for support or in the front lines:

Huro, the Mighty - 3 mana symbolBlue mana symbolRed mana symbolGreen mana symbol
Legendary Creature - Giant Elephant
Trample
Whenever Huro, the Mighty deals combat damage to a player, it deals that much damage to each creature that player controls.
Blue mana symbolRed mana symbolGreen mana symbol, Tap symbol: Creatures you control get +1/+1 and gain flying and haste until end of turn.
5/5

Szadek, on the other hand, is much more subtle during Ravnica's anarchism. Leading a band of spirits from the Agyrem district, he carved out a place of leadership among the golgari, simic, and dimir remnants. His promises of an eternal cycle of life and death to the golgari (as opposed to being stuck in one or the other for eternity as the spirits are), and of research and power to the simic don't shy away from his goal of complete control over Ravnica. Plotting from the safety of the Anagrove Floodlands (a district of Ravnica that became flooded when a pair of Rakdos Goblins decided to release the Azurian floodgates), he's waiting for the most opportune moment to strike. That moment may be near as the aether fold that surrounded Ravnica and kept it apart from the Multiverse was repaired in the mending, allowing planeswalkers and interplaner travel (the Parhelion Hall makes an appearance here).

Working with the Golgari, the simic feel the next step in evolution is to determine when it happens next. Let me re-introduce the Anagrove's main mechanic, Transfigure <Cost> (<Cost>, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card into play. Then shuffle your library. Play only as a sorcery.)

And now Lord Szadek's take on it:

Szadek, Lord Over Death - 3 mana symbolGreen mana symbolBlue mana symbolBlack mana symbol
Legendary Creature - Vampire Spirit
Other spirits you control get +1/+1.
Green mana symbolBlue mana symbolBlack mana symbol, T: Until the end of turn, whenever a creature is sent to the graveyard from play, you may search your library for a creature card with the same converted mana cost as that creature, reveal it, and put it into play.
5/5

One last card for now. Something about the wording here seems a bit off. The way the Cetahold clan likes to train their recruits is by flinging numerous spells at them to build up resistance. That goes wrong a lot.
Training Grounds - Blue/red mana symbolBlue/red mana symbolGreen mana symbol
Enchantment {R}
Whenever a creature you control enters the battlefield, you may flip any number of coins. Training Gauntlet deals damage to that creature equal to the number of tails, then put a +1/+1 counter on it for each heads.
[i]Few survive initiation. Even fewer come back for training.

"I will do science to it." - Kimiko “Thunderbolt” Ross
"I can wire anything directly into anything - I'm the professor!" - Professor Hubert J. Farnsworth
"Our tanks can't hold aggro of that magnitude!

Tue, 2009-07-28 02:53
kiligir
kiligir's picture

Your enchantment needs to be

Your enchantment needs to be worded different. As it stands, if you put a 6/6 into play, you'll just flip coins till it comes up tails five times and stop. Your creature, on average, would then be an 11/11 with five damage on it, but only until end of turn.

Training Grounds - Blue/red mana symbolBlue/red mana symbolGreen mana symbol
Enchantment {R}
Whenever a creature you control enters the battlefield, choose a number and flip a coin that many times. If you win a flip, put a +1/+1 counter on it at end of phase. If you lose a flip, Training Gauntlet deals 1 damage to that creature.
Few survive initiation. Even fewer come back for training.

This way, the result is more random. If you have a Krark's Thumb out, this becomes crazy.

The problem with philosophy is that no major philosopher had the internet.

Tue, 2009-07-28 03:51
ralphieboy13

HELP ME BALANCE THIS!

After seeing Wizards make Lightning Bolt common in Magic 2010 I thought this card would be pretty balanced because all I did was add one mana and a bit of a drawback. Anyway what are your thoughts on it and is the wording right? Also do you think this is fine at a common or no?

Spite the Mighty Red mana symbol
Instant {C}
Spite the Mighty deals 4 damage to target player with the highest life total. (If two or more players are tied for the highest life total you may choose a target among any of those players.)

Please help me out.

Look for me on MTG Salvation!

Tue, 2009-07-28 04:03
kiligir
kiligir's picture

That is almost strictly

That is almost strictly better than a Lightning Bolt. It's a turn one 4 damage instead of three, which is better. 1 mana symbolRed mana symbol would be balanced and you could up the rarity to at least {U} and the damage to 5.

The problem with philosophy is that no major philosopher had the internet.

Tue, 2009-07-28 04:06
Pichoro
Moderator / Template Developer
Pichoro's picture

Well, sure, its 4 damage on

Well, sure, its 4 damage on turn 1, but it misses one of the big values of something like Lightning Bolt - removal.

Odds of Dying - 1:1
My Custom Set List
♥♥♥♥

Wed, 2009-07-29 23:36
Lord of 13
Lord of 13's picture

the unbalanced scales

The card I made is:

Spoiler:
[Center of Attention] 4 mana symbolBlue mana symbolBlue mana symbol
Enchantment-Aura
Enchant permanent or player
All spells or abilities that could target enchanted permanent or player target enchanted permanent or player.

Simple, no?
I do have a few questions:
Is the cost good?
Rare or MR?
Should it have the permanent/player option, or should it just be permanent?

Blood is thicker than water, but politics is even thicker than blood.
- Dune: House Corrino

Thu, 2009-07-30 00:47
Nomajii
Nomajii's picture

Center of Attention

I may be wrong, but I think this card is underpowered, as it is designed for a specific play style.

I think that you should drop it to 3 mana symbolBlue mana symbolBlue mana symbol so it gets play time.
Rare is probably fine, as is how it targets a permanent or player.

It looks like an interesting card.

Thu, 2009-07-30 07:06
desmonthesis

I created this card for the

I created this card for the Hose Fight thread, but then after looking at it again, I realized that it was incredibly powerful, because it shuts down a HUGE part of the game. I want to include it in my set as a rare, but I want some help with balancing to make sure it's not too overpowered.

Credit Crisis 2 mana symbolBlue mana symbolBlue mana symbol
Enchantment {R}
Permanents can't enter the battlefield unless they are cast.
Spells can't be cast without paying their mana cost.

Angeli Domini UNDER CONSTRUCTION

Thu, 2009-07-30 14:31
Nomajii
Nomajii's picture

Credit Crisis

This card is powerful, but only over powered because people could mistakenly mean that with it in play you would have to cast lands as well.

Change it to "Non-land permanents..." and it should be fine.

I like the way this card shuts down the graveyard and many other extra ways to bring cards into play.
It still allows cards to enter play the old fashioned way though.

If you are overly concerned about it, the card could read:
Credit Crisis 2 mana symbolBlue mana symbolBlue mana symbol
Enchantment (R)
Non-land permanents can't enter the battlefield unless they are cast.
Counter any spell that is cast unless it's caster pays its mana cost.

If I'm right, this wording allows a player to pay the card's mana cost after it is cast. A few tweaks and this might work.

Also keep in mind that the spell affects both players, so that in itself helps to balance it a bit.

Thu, 2009-07-30 18:17
desmonthesis

Yeah, it definitely has to

Yeah, it definitely has to have the "Non-land" qualifier in there. But I don't like the use of counter, because it lets people get through it by casting spells that can't be countered. I envisioned this card as one that could completely shut down a lot of the metagame - it would shut down suspend, it would shut down things like Elvish Piper and Master Transmuter, it would shut down token generators (goodbye, Faeries).

So maybe it should read:

Credit Crisis 2 mana symbolBlue mana symbolBlue mana symbol
Enchantment {R}
Non-land permanents can't enter the battlefield unless they are cast.
Spells cannot be cast unless their mana cost is paid.

Angeli Domini UNDER CONSTRUCTION

Thu, 2009-07-30 22:11
Guitarweeps

The only thing is that

The only thing is that because it says "non-land permanents can't enter the battlefield".... well... where do they go? It doesn't prevent someone from using an ability so where would the permanent go if it can't enter the battlefield in cases like suspend or reanimate? I am asking because I actually do not know.

Currently working on:
Undead Mini-Plane
Triannon Shard Refraction
Drel Alar Block

Thu, 2009-07-30 23:04
kamui_hiryoku
kamui_hiryoku's picture

Well, since the card

Well, since the card nullifies entries from the graveyard, you could make it like this:

Credit Crisis
3 mana symbolBlue mana symbolBlue mana symbol (I think that's right.)
Enchantment
Whenever a nonland permanent enters the battlefield, if it wasn't cast, its controller sacrifices it.
Whenever a player casts a spell, counter it unless its mana cost was paid.

Wait...that doesn't do what you wanted, does it? How about...

Credit Crisis
3 mana symbolBlue mana symbolBlue mana symbol
Enchantment
Nonland permanents are exiled instead of entering the battlefield unless they are cast.
Counter each spell unless its mana cost is paid.


Check out my set: Aftermath.

Fri, 2009-07-31 01:39
desmonthesis

Credit Crisis

Credit Crisis 3 mana symbolBlue mana symbolBlue mana symbol
Enchantment
If a non-land permanent would enter the battlefield without being cast, instead, exile it.
If a spell would be cast without paying its mana cost, instead, remove it from the stack and exile it.

How does that sound? Replacement effects instead of straight out denials. Also, I don't want to use the word "counter" because I want it to prevent spells that have "~ can't be countered" in their rules text as well.

Angeli Domini UNDER CONSTRUCTION

Fri, 2009-07-31 02:42
kiligir
kiligir's picture

What a card. Here's what I

What a card. Stick out your tongue Here's what I think the best way to phrase it would be.

Credit Crisis 3 mana symbolBlue mana symbolBlue mana symbol
Enchantment
If a non-land permanent would enter the battlefield without being cast, exile it instead of putting onto the battlefield.
If a spell is cast without paying its mana cost, exile it. (It is removed from the stack and does not resolve.)

EDIT: blackpoe66 posted a question in MSE custom script last week (a big no-no, don't do that) and I haven't seen a reply. It looked like a challenge so I took him up on it.

Spoiler:
Here's what he/she said:
Spoiler:
blackpoe66 wrote:
Here's the keyword:

Catalyst <cost>: Whenever you play an instant or sorcery, if it shares a color with {if has_pt() then "this creature" else "this permanent"}, you may pay <cost>. If you do, copy that spell. You can choose new targets for the copy.

Now the problem:

I would like to add something in the bit of code in there that makes it so that if the card is an instant or sorcery, it will say something like, "Whenever you play an instant or sorcery, if it shares a color with this spell and this spell is on the stack, you map pay <cost>. If you do, copy that spell. You may choose new targets for the copy.

Unfortunately, after some intense brainstorming, I have determined that that coding is beyond my skill level. Could someone give me a hand?

Here's what I came up with:

Spoiler:
Whenever you play an instant or sorcery, { if contains(card.type,match:"Instant") or contains(card.type,match:"Sorcery") then "if it shares a color with this spell and this spell is on the stack, you may {for_mana_costs(add:"pay an additional ", param1)}. If you do, copy that spell. You may choose new targets for the copy." else "if it shares a color with {if has_pt() then "this creature" else "this permanent"}, you may {for_mana_costs(add:"pay an additional ", param1)}. If you do, copy that spell. You may choose new targets for the copy." }

It lets you pay mana or different costs, and follows the formatting Catalyst—<cost>. You could phrase it Catalyst—Pay 3 life instead of a boring mana cost, but it will take Catalyst—Black mana symbolBlack mana symbol as well (note the em-dash and lack of spaces.) Hope this helps.

The problem with philosophy is that no major philosopher had the internet.

Fri, 2009-07-31 09:05
ALEX Ryugami
ALEX Ryugami's picture

Need Help

I have an ability on artifact like this, what do you think the best approitate mana cost?

Null Key
Artifact (R)
Artifacts lose their abilities as long as they are tapped.

Sets that I make:
Ilesh Mini-Plane (Still working on)
Ilesh, Expanded
Tales of Asdoria

Fri, 2009-07-31 13:43
Latiss
Latiss's picture

I wonder - Are these cards

I wonder - Are these cards balanced, interesting in mechanic and flavor?
Ashisha, Merfolk Queen - Blue mana symbolBlue mana symbolBlack mana symbolBlack mana symbol
Planeswalker - Ashisha

+1: Tap target nonland permanent.
-3: Target player loses 4 lifes and you gain much lifes.
{I have two variants for her third ability}
-8: For each Merfolk creature card on the battlefield, put one creature token, that copies it, onto the battlefield.
or
-?: Target player reveals his or her library, until he or she will show four creature cards. Then put that creature cards onto the battlefield under your control. Put the other revealed cards into the bottom of its owner's library in any order.

Starting Loyality: 3 (4?)

Hursh Blizzards - Blue mana symbolBlue mana symbolBlack mana symbolBlack mana symbol
Legendary Enchantment (Mythic Rare)

All creatures get -1/-1.
At end of each turn tap all creatures.
Blue mana symbolBlack mana symbol: All creatures get -1/-1.

Tormenting Link - Blue mana symbolBlue mana symbol
Instant (Uncommon)

Counter target instant spell.
You may discard a card at random. If you do it, counter target spell instead.

AEther Thirst - 1 mana symbolBlue mana symbol
Instant (Common)

Next time, when mana will be added to target player's manapool, that mana will be removed.
Blue mana symbolBlue mana symbolBlue mana symbolBlue mana symbol: Return ~ to your hand. ~ deals 2 damage to each player. Play this ability only, if ~ in your graveyard.

Ancestrals' Benediction - 1 mana symbolWhite mana symbolWhite mana symbol
Sorcery (Uncommon)

All creatures lose all abilties until end of turn.
“...When Seena returned to her village, merfolks killed its citizens. Seena saw it, preyed and pured corpses by fire. Every day, sge returned to that place and after 10 years, she saw the spirits of that citizens. They blessed her and she become first Scryer of Ancestrals.”
- “Legends of pre-Levee Klisera. Vol I”

Wall of Enlightment - 2 mana symbolBlue mana symbolBlue mana symbol
Creature - Wall (Uncommon)

Flying, Defender
Whenever ~ becomes target of spells or abilities, you may draw a card.
“Wilgelm woke up at night, because of a bright green light from the outside. When he entered the street, he saw the spirit of woman, who spoke with him about hidden truthes and wisdoms. When the sun rose, he became a philosophe.”
- “Legends of pre-Levee Klisera. Vol I”

The Great Levee
Land (Rare)

When ~ comes onto the battlefield, flip a coin. If you win, ~ gains "Tap symbol Add White mana symbol to your manapool.". If you lose, ~ gain "Tap symbol: Add Blue mana symbol to your manapool."

Order of Holy Spear - 3 mana symbolWhite mana symbolWhite mana symbol
Legendary Creature - Human, Soldier (Mythic Rare)

Defender, Shroud
~'s power and toughness are equal to the number of Plains and The Great Levees you control.
Whenever ~ blocks a creature, it deals 3 damage to that creature (there are a crossbowers, musceteers etc.)
~ is undestructible.
~ may blocks any number of creatures.

They are our last barrier between us and merfolk hordes

*/*

Signets Cycle (3 cards of each rarity in each color)
Signets are instant or sorceries with zero manacost. But their effect is very small or they have drawback.

White:
Common:Signet of Synergy - 0 mana symbol
Instant

Target creature gets +0/+1 and other creature gets +1/+0 until end of turn.
If that creatures will block twise, you gain 1 life.

Uncommon:Signet of Symbiosis - 0 mana symbol
Instant

Choose one - Prevent 3 next damage, that would be dealt to target creature and pay 3 life; or gain 3 life and ~ deals 3 damage to target creature you control.
Rare: ???

Black:
Common:Signet of Woe - 0 mana symbol
Sorcery

Target player loses 1 life and discards a card.
Put one -1/-1 counter on creature you control.

Uncommon:Signet of Vampirism - 0 mana symbol
Sorcery

You can't play ~, unless you discard two cards.
Target creature gets -0/-2 until end of turn and you gain 2 lifes.

Rare:Signet of Amnesia - 0 mana symbol
Sorcery

Each player discards his or her hand.
You can’t draw cards and your maximum handsize is reduced by zero next two turns.

Red:
Common:Signet of Lightning Trap - 0 mana symbol
Sorcery

Choose a creature.
Whenever choosen creature attacks, ~ deals 2 damage to that creature.

Uncommon: ???
Rare: ???

Green:
Common: ???
Uncommon ???
Rare:Signet of Sprouting Life - 0 mana symbol
Sorcery

At additional cost to play ~ sacriface a Forest.
Put a green creature card with converted manacost 4 or less from your hand onto the battlefield.
At the beginning of your upkeep, pay Green mana symbolGreen mana symbol. If you don't do it, you lose the game. Repeat this process next upkeep.

U/R ^_^

Fri, 2009-07-31 18:07
Joz
Joz's picture

I need a little bit of help

I need a little bit of help balancing some mono-blue and multi-color counterspells.

Spoiler:
CARDNAME 1 - Blue mana symbolBlack mana symbol
Instant
As you play ~ you may pay 3 life, if you do, counter target spell, otherwise counter ~.
If that spell was a creature, you may gain life equal to that creatures toughness OR power.

Spoiler:
Cardname 2- 2 mana symbolBlue mana symbol
Instant
Counter target spell, each player reveals cards from his or her library till that player reveals a land, that player may put tha land into play by discarding a card from his or her hand, if a player has no cards to discard, put that land into that players hand. (Need help wording this as well as making sure its balanced.

Spoiler:
Cardname 3- 2 mana symbolBlue mana symbolRed mana symbolGreen mana symbol
Instant
Counter target spell, ~ deals 3 damage to that spells controler, and you may search your library for a basic island, mountain or forest and put it into play tapped.

Spoiler:
Cardname 4- Blue mana symbol
Instan
Counter target spell if you played another ~ this turn, otherwise counter target spell unless its controler pays an additinal 1 mana symbol.

Spoiler:
Cardname 5 - 1 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Instant
Choose one, counter target creature spell unless its controler pays 5 mana symbol; or counter target instant or sorcery with converted mana cost 4 mana symbol or less; or return up to three target permanents to their owners hand unless that player pays 3 mana symbol for each permanent returned to his or her hand.

Spoiler:
Cardname 6 - 1 mana symbolBlue mana symbolBlack mana symbol
Instant
Counter target spell, its controler loose 3 life and must discard a card at random from their hand.
At the start of the next turn discard a card at random.

Thanks Big smile


U - B/U - R - R/U : I am the man in the middle inducing migranes and burning away at your life everday.

Fri, 2009-07-31 18:53
kiligir
kiligir's picture

Card 1: The drawback is

Card 1: The drawback is fixed with the lifegain. If you want lifegain in it, add "symw" to the cost OR made the drawback sacrificing a creature.

Card 2: Feels a lot like a counterspell with Path to Exile on it, except for all players. Might be a bit too powerful since it gives you a land as well. Try "Counter target spell. It's controller may put a land card from his or her hand onto the battlefield tapped." for 1 mana symbolBlue mana symbol.

Card 3: Feels great, I'd lower the generic by 1, even.

Card 4: If this is rare, it's strictly better than Force Spike. Seeing as they gave a Mana Tithe to white, I'd say this is okay.

Card 5: Nice take on Cryptic Command. Here's the wording: "Choose one — Counter taget spell unless its controller pays 5 mana symbol; or counter target instant or sorcery with converted mana cost 4 mana symbol or less; or return up to three target permanents to their owner's hand unless each permanent's controller pays 3 mana symbol for each permanent that would be returned this way.

Card 6: Counter target spell. It's controller loses 3 life and discards a card.
At the beginning of your next upkeep, discard a card at random from your hand.

The problem with philosophy is that no major philosopher had the internet.

Fri, 2009-07-31 19:03
desmonthesis

@Latiss First off, you

@Latiss

Spoiler:
First off, you really need to work on your spelling and grammar a bit, or else it's hard to understand what your cards do. That said:

Ashisha, Merfolk Queen Blue mana symbolBlue mana symbolBlack mana symbolBlack mana symbol
Planeswalker - Ashisha
+1: Tap target non-land permanent.
-3: Target player loses 4 life, and you gain 4 life.
-8: For each Merfolk creature card on the battlefield, put a token into play that is a copy of that creature.
-?: Target player reveals cards from the top of his or her library until they reveal four creature cards. Put those creature cards onto the battlefield under your control, then place all other cards revealed this way onto the bottom of their library in any order.
3

The abilities are all fairly balanced (although the -3 ability and the -8 ability are probably too expensive for such a small effect), but there really isn't any synergy. I mean, if her ultimate is dealing with creatures, either one, then her other two abilities should be linked to that theme as well.

Hursh Blizzards - Blue mana symbolBlue mana symbolBlack mana symbolBlack mana symbol
Legendary Enchantment
All creatures get -1/-1.
At the beginning of each end step, tap all creatures.
Blue mana symbolBlack mana symbol: All creatures get -1/-1 until end of turn.

This one isn't too bad, although I think the cost of the activated ability should be one higher (maybe Blue mana symbolBlack mana symbolBlack mana symbol). For the activated ability, though, you have to specify how long the -1/-1 lasts. I'm assuming that it's until the end of the turn, but if it isn't, then the text should read "Put a -1/-1 counter on each creature".

Tormenting Link Blue mana symbolBlue mana symbol
Instant
When you cast ~, you may discard a card at random. If you do, counter target spell. Otherwise, counter target instant spell.

This one looks fine to me.

AEther Thirst 1 mana symbolBlue mana symbol
Instant
The next time mana would be added to target player's mana pool, instead, it isn't.
Blue mana symbolBlue mana symbolBlue mana symbolBlue mana symbol: Return ~ from your graveyard to your hand. ~ deals 2 damage to each player.

This card doesn't work. Mana abilities can't be responded to, so you would have to cast this at the beginning of their turn, and it would only prevent the activation of one mana ability, instead of all of them for a turn, which I think is what you're going for.

Ancestral's Benediction 1 mana symbolWhite mana symbolWhite mana symbol
Sorcery
All creatures lose all abilities until end of turn.

This is an interesting concept, but I think it's bad at sorcery speed. Something like this should be played at instant speed.

Wall of Enlightenment 2 mana symbolBlue mana symbolBlue mana symbol
Creature - Wall
?/?
Flying, Defender
Whenever ~ becomes the target of a spell or ability, you may draw a card.

Needs a power/toughness, but otherwise it's fine.

The Great Levee
Land
When ~ enters the battlefield, flip a coin. If you win, place a luck counter on ~.
Tap symbol: Add Blue mana symbol to your mana pool. If ~ has a luck counter on it, instead add Blue mana symbol to your mana pool.

I like it.

Order of the Holy Spear 3 mana symbolWhite mana symbolWhite mana symbol
Legendary Creature - Human Soldier
*/*
Defender, Shroud
~'s power and toughness are each equal to the number of Plains and cards named The Great Levee you control.
Whenever ~ blocks a creature, it deals 3 damage to that creature.
~ is indestructible.
~ may block any number of creatures.

This card is just ridiculously overpowered. It would be balanced if you removed the indestructibility. Otherwise, this card is almost a win condition by itself, and cards with defender should never be win conditions on their own.

For your cycle of 0-drops, you have to be very careful. It's very easy to let them get too overpowered.

Signet of Synergy 0 mana symbol
Instant
Target creature gets +0/+1 until end of turn, and another target creature gets +1/+0 until end of turn.
If both of those creatures block this turn, you gain 1 life.

I think that's what the second effect means; I'm not sure because the grammar is a little odd. This one is definitely overpowered. Just the first ability would be fine.

Signet of Symbiosis 0 mana symbol
Instant
Choose one: Prevent the next 3 damage that would be dealt this turn to target creature, and you lose 3 life; or gain 3 life, and ~ deals 3 damage to target creature you control.

The first ability is fine, the second one is overpowered. It should require you to at least sacrifice a creature instead of just deal 3 damage, especially since White typically has a lot of creatures that can safely absorb 3 damage.

Signet of Woe 0 mana symbol
Sorcery
Target player loses 1 life and discards a card.
Put a -1/-1 counter on each creature you control.

This is MUCH too powerful. Play it on turn 1 before you have a creature in play, and there's no drawback at all. The drawback for this should drain you of life as well.

Signet of Vampirism 0 mana symbol
Sorcery
As an additional cost to play ~, discard two cards.
Target creature gets -0/-2 until end of turn. Gain 2 life.

This one is iffy, but it's not that bad.

Signet of Amnesia 0 mana symbol
Sorcery
Each player discards his or her hand.
For your next two turns, your maximum hand size is zero, and you can't draw cards.

That one's not bad, actually. The drawback makes it a decent card, although I still hesitate about discard for zero mana.

Signet of Lightning Trap 0 mana symbol

I'm not even going to try to correct this one, because there is no way to make that effect with a sorcery. It would have to be an enchantment.

Signet of Sprouting Life 0 mana symbol
Sorcery
As an additional cost to play ~, sacrifice a forest.
Put a green creature card with converted mana cost 4 or less from your hand onto the battlefield.
That creature gains "At the beginning of your upkeep, pay Green mana symbolGreen mana symbol. If you don't, you lose the game."

I think 0-drops are risky to begin with, and this one is just too much. I would scrap the entire idea for this card, or make it have a mana cost.

Angeli Domini UNDER CONSTRUCTION

Fri, 2009-07-31 20:36
HudsonWolf
HudsonWolf's picture

Ok, here's some cards from

Ok, here's some cards from my music-based set that probably need balancing...

Spoiler:
Creeping Death 2 mana symbolBlack mana symbolBlack mana symbol
Song Creature — Metallica (R)
Fame 4
Deathtouch
B, T, Sacrifice Creeping Death: Creeping Death deals one damage to each creature on the battlefield.
“Die by my hand... I creep across the land... killing firstborn man...”
3/5

Fade to Black Black mana symbolBlack mana symbolBlack mana symbol
Song Enchantment — Metallica (U)
Fame 3 (At the beginning of the game, set your fame to 0. When you play this card, increase your fame by 3. Whenever a player has 42 or more fame, they win the game.)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
“Life it seems to fade away... drifting further every day...”

Sad But True Black mana symbol
Song Instant — Metallica (U)
Fame 2
Turn all of target player’s creatures face down. If target player cannot name all of them, you may exile a creature that player controls. (The two target players don’t have to be the same player.)
“Hey, I’m your life, and I no longer care.”

Sandman 4 mana symbolBlack mana symbolBlack mana symbol
Song Creature — Metallica (R)
Fame 4
When Sandman comes onto the battlefield, tap all white creatures and untap all black creatures.
Whenever Sandman deals combat damage to a player, you may exile target creature that player controls with a toughness of 2 or less.
“Exit light... Enter night... Take my hand...
We’re off to never-never land.”

4/4

The Unforgiven 3 mana symbolBlack mana symbolBlack mana symbol
Song Creature — Metallica (R)
Fame 4
When The Unforgiven enters the battlefield, sacrifice it unless a creature you control was put into the graveyard this turn.
Whenever The Unforgiven deals combat damage to a player, exile a card at random from their hand.
“You labeled me, I’ll label you... so I dub thee unforgiven...”
4/7

Iron Man 4 mana symbolWhite mana symbolBlack mana symbol
Song Creature — Black Sabbath (M)
Fame 5
Protection from non-Song, shroud, trample
Iron Man gets -2/-2 for each other creature you control.
“Nobody wants him... he just stares at the world...
Planning his vengeance... that he will soon uphold...”

7/7

Stairway to Heaven 2 mana symbolWhite mana symbolWhite mana symbolWhite/black mana symbol
Song Enchantment — Led Zeppelin (M)
Fame 7
At the beginning of your upkeep, you gain 4 fame.
5: Gain control of Stairway to Heaven. Any player may play this ability. Play this ability only as a sorcery.
“Dear lady, can you hear the wind blow, and did you know... your stairway lies on the whispering wind...”

Though the reminder text is on at least one of the cards, here's the explanation for fame again: At the beginning of the game, set your fame to 0. Whenever a player has 42 or more fame, they win the game.

I may contradict myself a lot, but at least I'm not a hypocrite.

Fri, 2009-07-31 22:07
Guitarweeps

Null Artifact

@Alex - I think the same cost of Null Rod is appropriate, but it could probably be fine as 1 mana symbol as well. I can't think of too many decks that would be hurt or destroyed by this. It would weaken Esper or Affinity but they could still make due. Most artifacts tap to use their ability so they won't be hurt by this.

Also, I think that "Artifacts have no abilities as long as they are tapped" is more appropriate wording for a static ability.

Currently working on:
Undead Mini-Plane
Triannon Shard Refraction
Drel Alar Block

Fri, 2009-07-31 23:11
Brave Lion
Brave Lion's picture

I got a wording question -

I got a wording question - If or When?

If/When five or more creatures dealt lethal damage by an Elemental have been put into a graveyard, if you control an Elemental that dealt lethal damage to a creature this turn, you win the game.

Last time I checked, win condition triggers usually have "if" in them but I don't get why Darksteel Reactor's worded differently. Any idea?

Sat, 2009-08-01 02:04
kiligir
kiligir's picture

It's "If" on that card.

It's "If" on that card. They're both triggered ability trigger words, just use the one that sounds the most right.

The problem with philosophy is that no major philosopher had the internet.

Sun, 2009-08-02 02:24
ALEX Ryugami
ALEX Ryugami's picture

Thanks

@Guitarweeps: Thanks, so I'll cost Null key as 1 mana symbol.

Sets that I make:
Ilesh Mini-Plane (Still working on)
Ilesh, Expanded
Tales of Asdoria

Sun, 2009-08-02 06:57
Cizzle
Cizzle's picture

I need help with a

I need help with a card, (power level wise)
Jizin, Incarnation of Fire 2/R 2/R 2/R 2/R 2/R
Legendary Creature - Immortal Incarnation (M)
All mountains you control are red.
2/R, Sacrifice a red permanent: Exile target non-red, non-land permanent.
Jizin’s power is equal to the number of red permanents you control.
*/7

Current Projects:
Arc System
jigan
kingdom CCG