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The worst submarine posted:^^^I like that the card is as simple as it is. Yes, and then there's another cleanup step, which will trigger another round of discard/draw, etc., etc., etc.
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# ? Apr 15, 2013 22:32 |
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# ? Jun 8, 2024 09:40 |
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code:
code:
edit: I came up with this on my own. No silly card generator business. RADmadness fucked around with this message at 01:03 on Apr 16, 2013 |
# ? Apr 16, 2013 01:01 |
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Cruelty of Mind 1B - Enchantment. You can't win the game and your opponent's can't lose the game. At the beginning of your draw step, draw an extra card. The flavour of it is the enchantment makes you smarter and more sadistic. You gain more knowledge, but you don't want your opponent to die anymore so you can torment them. TheKingofSprings fucked around with this message at 01:33 on Apr 16, 2013 |
# ? Apr 16, 2013 01:26 |
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Please critique my first rough draft: Autophagy I Enchantment As ~ enters the battlefield, each player chooses 1 card in his or her hand and discards the rest. Each player skips their draw step. Pay 1 life, discard a card: Draw 2 cards. Any player may play this ability any time they could play a sorcery. If a player would gain life, sacrifice ~ instead. Autophagy II Enchantment As ~ enters the battlefield, each player chooses 1 card in his or her hand and discards the rest Pay 2 life, discard 2 cards: Draw 3 cards. Any player may play this ability any time they could play a sorcery. During your upkeep, each player loses life equal to the number of cards in his or her hand. If a player would gain life, sacrifice ~ instead. Autophagy III Enchantment Pay 1 life, discard a card: add B to your mana pool. BB, Pay 2 life: Draw a card.
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# ? Apr 16, 2013 02:58 |
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TheKingofSprings posted:Cruelty of Mind On the one hand, an extra card per turn is ballfuckingly good, but it's also really hard for you to get rid of since it's an enchantment. I'd still probably bump the cost up.
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# ? Apr 16, 2013 03:15 |
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yaoi prophet posted:On the one hand, an extra card per turn is ballfuckingly good, but it's also really hard for you to get rid of since it's an enchantment. I'd still probably bump the cost up. This is true for monoblack, but as long as RTR block is in standard 3-color decks are the norm. Any deck that runs this will have no issue getting rid of it. They just won't use a black spell to do it.
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# ? Apr 16, 2013 03:26 |
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Zonekeeper posted:This is true for monoblack, but as long as RTR block is in standard 3-color decks are the norm. Any deck that runs this will have no issue getting rid of it. They just won't use a black spell to do it. This was the card I submitted, and I bumped the cost up to BB to make it less splashable. This card's not likely to see print in Theros block anyways.
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# ? Apr 16, 2013 03:31 |
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yaoi prophet posted:On the one hand, an extra card per turn is ballfuckingly good, but it's also really hard for you to get rid of since it's an enchantment. I'd still probably bump the cost up. I say the card's reasonable, and it would be balanced if it caused a point of lifeloss. Abyssal Persecutor cost 4 mana for a creature that's worth 5.5 mana at mythic, with a similar "you can't win" clause. Rare Phyrexian Arena effects are currently costed at 3.5 mana, so this design is pretty close to balanced, and at mythic it could exist without the lifeloss. Is there any indication whether this year's YMTC will be rare or mythic?
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# ? Apr 16, 2013 03:59 |
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Chamale posted:I say the card's reasonable, and it would be balanced if it caused a point of lifeloss. Abyssal Persecutor cost 4 mana for a creature that's worth 5.5 mana at mythic, with a similar "you can't win" clause. Rare Phyrexian Arena effects are currently costed at 3.5 mana, so this design is pretty close to balanced, and at mythic it could exist without the lifeloss. Is there any indication whether this year's YMTC will be rare or mythic? That's not how rarity is supposed to work.
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# ? Apr 16, 2013 04:00 |
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Silver2195 posted:That's not how rarity is supposed to work. You're right, that's not how rarity is supposed to work. Somehow, that's how rarity works.
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# ? Apr 16, 2013 04:14 |
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Here's my submission: Psychic Thumbscrews A progressively more expensive, but more sadistic ratcheting down of hand size. When ~ enters the battlefield, put one counter on it. Opponent's maximum hand size is reduced by X where X is the number of counters on ~. BX: Add a counter to ~. Only {B} may be used to pay X. Something like this could be really powerful in choking out a control deck but I doubt you could put together the mana fast enough to make it worthwhile against aggro. Thus it's perfect for Wizards and I will win the contest.
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# ? Apr 16, 2013 05:16 |
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That's actually is pretty close to my suggestion, though I left out the name and mana cost because I figured those would be decided upon later."Veyrall's Idea posted:Each opponent's maximum hand size is reduced by one. At the beginning of your upkeep, ~ deals damage to each player equal to seven minus their maximum hand size. The only problem is that two or more of them on board becomes lethal faster than I'd intended.
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# ? Apr 16, 2013 06:53 |
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Nehru the Damaja posted:Here's my submission: Adding a counter should probably be sorcery speed. Otherwise you can stack activations so you can pay six for counters 2, 3, and 4 all at once - I wouldn't call that broken, but definitely seems unintended.
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# ? Apr 16, 2013 15:49 |
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Good point. I reckon development will catch it on the off chance they like this, though.
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# ? Apr 16, 2013 15:56 |
So here was my submission for YMTC, yet another riff on Cabal Therapy. Group Therapy 1BB When ~ enters the battlefield, put two 1/1 black Advisor creature tokens onto the battlefield. 1B, sacrifice a creature: Name a nonland card. Target player reveals his or her hand and discards all cards with that name. fe: I was originally gonna have it make one token and have an activated Peek ability, but it seems like it works better with two tokens and no Peek. TheIncredulousHulk fucked around with this message at 00:31 on Apr 17, 2013 |
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# ? Apr 17, 2013 00:29 |
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quote:Land quote:Legendary Enchantment (green) quote:Sorcery (red) Huh. Affinity for a tribe. That's a pretty neat concept. Might want to RAISE THE MANA COST THOUGH. quote:Creature - Giant Wizard (1/3, red)
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# ? Apr 17, 2013 00:52 |
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TheIncredulousHulk posted:So here was my submission for YMTC, yet another riff on Cabal Therapy. So it's instant speed discard, token generation, and a sac outlet all in one? That seems a little overpowered.
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# ? Apr 17, 2013 00:57 |
TheKingofSprings posted:So it's instant speed discard, token generation, and a sac outlet all in one? That seems a little overpowered. Dur, I meant to put a sorcery-speed only rider at the end of the second ability. There's no way they'd print instant speed Therapies on a stick, of course
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# ? Apr 17, 2013 01:00 |
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Reposting my YMTC submission over here: Waste Spiral All opponents play with the top card of their library revealed. Discard a card: Target opponent puts the top card of his or her library into his or her graveyard. So what do you guys think? Too good/bad/blue?
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# ? Apr 17, 2013 01:41 |
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Eeevil posted:Reposting my YMTC submission over here: It's sorta neat, but it's pretty bad because you lose card advantage by getting rid of a card from your hand to get the top card of their deck off. If you did it so both players played with it revealed it might have some neat utility. Or something else. It's a cool idea though, just need to figure out how to eliminate that card advantage issue.
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# ? Apr 17, 2013 01:58 |
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If you could repeatedly fateseal someone without any loss of card advantage, that would be wicked broken.
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# ? Apr 17, 2013 02:28 |
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Nehru the Damaja posted:If you could repeatedly fateseal someone without any loss of card advantage, that would be wicked broken. I'm not saying make it cantrip or anything, just that it's not worth a card from your hand to take the top card from your opponent's deck.
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# ? Apr 17, 2013 02:44 |
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Even if it's just "exile the top of your deck to exile the top of theirs" the moment you get ahead you probably just win.
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# ? Apr 17, 2013 02:47 |
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Eeevil posted:Reposting my YMTC submission over here: This strikes me as a "griefer Timmy" card. Having said that, controlling your opponent's draws like that it is probably powerful enough that I can imagine this being a legitimate constructed-playable card at the right mana cost, either as a sideboard card against combo decks or as part of a weird combo-control deck (though I don't claim to be a very good player). I agree that the loss of card advantage is what keeps it from being broken. As it is, it's still likely to get rejected for being "unfun," probably with good reason. In other words, I don't think it's too good or too bad, but it might be too mean. I can also conceivably see it being rejected for being too blue, but probably not; narrowly targeted forms of milling are black, after all, and I think revealing the top cards of libraries is black in this context for the same reason that the Peek aspect of cards like Duress doesn't make them blue. Silver2195 fucked around with this message at 02:55 on Apr 17, 2013 |
# ? Apr 17, 2013 02:51 |
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Submitted something like this:quote:Any Means Necessary I wanted to create a black Trading Post (I said as much in the concept section), i.e. a toolbox that lets you swap value around, with some ultimate tradeoff to give it a more black feel. Broken if you have any method of generating a lot of creatures, so maybe upping the cost of the second ability to 3 or 4? Was also going to submit this, probably also broken- quote:Dark Calling Bitterblossom was good, right? Maybe it'd be more balanced if the counter addition (and thus life payment) were mandatory, since black doesn't really have a way of getting rid of its own enchantments and it could quickly get large enough to kill you if you can't use its token to kill your opponent first. I have not actually played Magic in several years and it probably shows in this post! C-Euro fucked around with this message at 03:28 on Apr 17, 2013 |
# ? Apr 17, 2013 03:22 |
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I think the card is fine as it currently is. Or, at least, doesn't need to be increased in power. Fatesealing is a deceptively powerful effect. I don't think it's a blue effect. Not every control card is blue. Discard based denial is pretty black. This just does it in a way that avoids the complete shutdown that comes with repeatable discard effects.
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# ? Apr 17, 2013 03:23 |
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quote:Human Logger
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# ? Apr 17, 2013 17:18 |
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I like that. It's very white and it's a reasonable effect, sort of like a Knight of the Reliquary that you could print at uncommon. Very flavorful too.
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# ? Apr 17, 2013 17:27 |
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My attempt at the Izzet/Boros and Selesnya/Orzhov split card we're missing. Back // Forth Back 1UR Sorcery Tap all creatures target player controls. Forth 2RW Sorcery After your first combat phase this turn, untap all creatures you control. After this combat phase, there is an additional combat phase. Give // Take Give GW Instant Each player populates. Take 1BW Instant Each opponent loses 1 life for each creature on the battlefield. You gain all life lost this way. factorialite fucked around with this message at 17:37 on Apr 17, 2013 |
# ? Apr 17, 2013 17:35 |
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JerryLee posted:I like that. It's very white and it's a reasonable effect, sort of like a Knight of the Reliquary that you could print at uncommon. Very flavorful too. Yeah, it's a knight of the reliquary but less nuts. You'd use him for the ramp and landfall instead of also the tutoring and eventual beater.
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# ? Apr 17, 2013 17:43 |
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Here's a card I just brainstormed:quote:Terracon Edit: For fun, here's some random-generated cards. quote:Legendary Creature - Human Rogue (1/2, black) quote:Legendary Artifact Creature - Golem Warrior (3/1, artifact) quote:Sorcery (blue) quote:Artifact quote:Land quote:Sorcery (blue) quote:Instant - Arcane (red) quote:Creature - Treefolk Shaman (3/1, green) quote:Instant (blue) Namagem fucked around with this message at 01:54 on Apr 20, 2013 |
# ? Apr 20, 2013 00:01 |
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I had a design idea. It's a bit like Vanguard, but the cards don't modify hand size or life totals and are generally weaker. The idea is to choose one emblem that provides a nice effect for certain kinds of player. A few examples: Feroz's Fan Homelands spells cost (1) less to cast. Collector Neglector Rare spells cost (1) more to cast. Memory Adapt If a spell would put cards into an opponent's graveyard from their library, it puts that many cards plus two into that player's graveyard instead. Anyone else have suggestions for this? I could take either a design or a kind of casual deck that needs a boost. I'm trying to figure out a good, simple way to reward someone for using lots of cards by the same artist.
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# ? Apr 22, 2013 19:23 |
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Virtuoso's Easel Spells you control have Affinity for Artists (This spell costs (1) less to cast for each permanent you control that shares an artist with it.) Might be too powerful, but anyone with a deck built to abuse it is already going to be limited in card selection.
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# ? Apr 22, 2013 19:27 |
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The Timmy: non-creature spells you control gain the supertype tribal and the subtype of one creature type chosen when The Timmy enters play. The Johnny: Choose two colors. The mana cost of spells costing one of those two colors costs either of those two instead. The Spike: Numbers in the text box of spells and creatures you control are one higher.
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# ? Apr 23, 2013 20:07 |
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If they were going to print another one-off Storm card in a limited or throwback set, what would this need to cost: {Drawing Storm} Instant Play only during an opponent's turn. Draw a card. Storm I'm thinking it could get away with being 1UU, but it might need to be 3U or 2UU.
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# ? May 16, 2013 18:17 |
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We're never seeing another Storm card outside of silver-bordered land while Maro still draws breath.
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# ? May 17, 2013 05:37 |
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Entropic posted:We're never seeing another Storm card outside of silver-bordered land while Maro still draws breath. I think we know the solution then.
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# ? May 17, 2013 16:50 |
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At the very least, we'll never see another storm card with an effect that wins you the game on its own if duplicated enough, and drawing your deck basically does that. If they ever revisit storm, they'll limit to things that don't actually want to combo off to a storm count of 20 and won't instantly win you the game if they do. I could see stuff like Locust Storm 3B Instant Put a -1/-1 counter on target creature. Storm. ...but there's not a huge amount of design space left when you take out anything that can combo for an instant win. No power-boosting, no token making, no card draw, no direct damage (maaaaaybe if it's restricted to creatures, since the combos with things like Stuffy Doll are a lot harder to pull off). The problem with storm is that it really wants to be a Johnny mechanic where you can build around it for a combo win, but as soon as you actually it do that it becomes way too powerful.
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# ? May 17, 2013 17:24 |
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You don't think "Draw a card" can be balanced with "Play only during an opponent's turn? Given that it prevents you from chaining together Infernal Tutors, free mana rocks, Ponder/Preordain/Probe, etc.?
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# ? May 17, 2013 17:36 |
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# ? Jun 8, 2024 09:40 |
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Toshimo posted:You don't think "Draw a card" can be balanced with "Play only during an opponent's turn? Given that it prevents you from chaining together Infernal Tutors, free mana rocks, Ponder/Preordain/Probe, etc.? People would just use Leyline of Anticipation/Vedalken Orrery
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# ? May 17, 2013 18:57 |