Giant wall of text, since I'm responding to basically all of the last page...
Aarhg wrote:What do you guys think of this color-shifted (but not really) charm? It's got Dangerous Wager, Lava Spike, and Assault Strobe, but it's black!
To my knowledge, double strike has never appeared in black. When considering a black double strike card, I think I would make it a standalone card so you can have more text. (Maybe something like 'target creature gains double strike and "when this creature deals combat damage lose that much life and sacrifice it at end of combat" until end of turn'. Also, I would probably reword the damage to loss of life (more in black's flavor).
AdmiralMemo wrote:Had a card idea I came up with...
Each player exiles the top card of his or her library. Until end of turn, he or she may play that card.
That could be changed to 'until your next upkeep' to allow your opponent the chance to play non-instant/flash cards. The other issue is that often the opponent doesn't have mana left up to cast an instant speed card even if they do draw one.
Or you might have an enchantment with 'at the beginning of each player's upkeep, that player exiles the top card of their library, they may play that card until the end of their turn...'
Uncommon makes sense for the one-time sorcery, an enchantment version might encroach on rare territory, or the mythic uncommon slot.
I'd definitely go with red though, as they've given some of blue's more conditional card draw over to red. (Rummaging and the exile-play mechanic here.)
square1 wrote:I had a cute little idea: [Fickle Muse]
I definitely like the idea, but it's complex enough to require additional thought before I say too much about it. I will say that one must consider card draw spells (or just cantrips) that would allow you to take it back from your opponent before they get a chance to attack with it. That, and any means of making all players skip their draw steps would make this thing kind of silly. (I don't think they have more than one or two, but there are a few 'target player skips their next draw step' cards, and it would limit future design space.)
Another way of wording this for similar effect could be: "Whenever Fickle Muse deals combat damage to a player, draw a card, then defending player gains control of Fickle Muse and untaps it." This would get around a few edge cases, and is probably cleaner unless you want instant speed change of control to be relevant.
WP&P wrote:I have recently been listening to a podcast called "Re-Making Magic" that is all about card design, and they had a contest to develop a Legendary Phoenix card. I listened to the episodes too late to get my entry in, to be considered for judging, but I did develop an idea prior to listening to the submissions. Then, after listening, I made a few minor tweaks, to end up at this:
The transform mechanic is used to introduce a delay; when a phoenix dies, it doesn't respawn immediately, but rather it exists as ash for a while.
My overall concept for this is that THE legendary Phoenix would be sort of like the Platonic Form, of which all other Phoenix are Plato's shadows on cave walls. All other Phoenix are in essence manifestations of this Phoenix.
He is a type of Lord, making tribal a possibility, but he attains glory by having other Phoenix make it into your graveyard. In his ash state, he may help stoke his own flames by dumping more bodies in.
Having the Bulwark not also be Legendary is... a bit odd, as it would allow you to have multiple of the same card on the table, making another Phoenix the same turn the previous one 'died' (and became a Bulwark). It looks like you did so to save space to have multiple subtypes, but I think it can just stay as 'Legendary Creature - Phoenix' in that state. (Or if you must, just 'Incarnation' or another subtype.) This also means you can get back multiple Bulwarks whenever a single Phoenix dies (even another Ousia Phoenix), which seems to me that this card removes a lot of the drawback of being a legendary creature.
Minor, but Bulwark's upkeep should probably be reworded to "At the beginning of your upkeep, reveal the top card of your library. If it's a Phoenix card, put it into your graveyard, otherwise exile it." (This is mostly to make it cleaner, but it also makes it so you don't have weird interactions with exiling a card from the top of your library if it matters.) Alternatively you could do something with exiling non Phoenix cards that enter your graveyard, and just have it mill you for one.
I kind of like the idea of having Bulwark's tap ability deal damage to all players, not just a target player. This may be more befitting the bonfire like rebirth.
Ousia may be a real word, but it's a doozy...
It feels like semantics, but it's not really a 'lord', as those typically boost other creatures of their type; this is more of a 'Phoenix's matter' card.
This card... seems to have a lot of parts to it, even for a legendary creature. It has a three total keywords, two unique conditional transformations, two different graveyard matters mechanics, something to do during your upkeep, and the ability to ping a player...
I don't have a lot of suggestions atm, but it's a rather complex card so I'm going to mull it over for the time being.
Oh, one other note on the +1/+0; in the non-lord iteration (where it's just a self-buff), it's akin to fire breathing which feels very apt.
Re'ozul wrote:This is an idea I had, but I have no clue if it is even any good.
Military Academy (0)
Artifact
Multikicker 3W
Military Academy enters the battlefield with a Funding counter on it for each time it was kicked.
At the beginning of your end-step, put X 1/1 white soldier creature tokens with vigilance onto the battlefield, where X is the number of Funding counters on Military Academy.
On someone else mentioning Assemble the Legion, I want to point out the difference between EoT and upkeep; this will immediately produce a chump blocker if nothing else.
I think it's more in flavor with current mtg to have it as an enchantment, but I'd love to hear others' thoughts on that. A land wouldn't make sense with kicker, but it would work as 'Muster Field' with a [cost] to add counters or make tokens...
Are you set on multikicker? It's an old mechanic that hasn't been seen in a bit, and I know some people like designing cards that 'could be made'.
A few general thoughts on where a card like this could go (though some of them might be better on a different card):
- Add counters when non-token soldiers etb, having soldiers deal combat damage to an opponent, or some other reason; pay and remove counters to generate tokens.
- Tap to add a counter; tap to add soldiers equal to counters. (Can add payment to either condition or both.)
- If enchantment, add a base cost to provide color with a slightly reduced kicker cost.
(After writing this I saw your redo; I'll reread those in a bit.)
chetoos wrote:I want to know everyone's opinion of this card:
3WRG, legendary creature (Don't have names or creature types yet, just trying to make a commander)
_____'s power and toughness are each equal to the number of creatures you control
WWRRGG, T: Choose up to 3 token creatures you control. For each of those creatures, put a token onto the battlefield that is a copy of that creature.
*/*
I keep thinking it would be interesting instead of having the WWRRGG cost, is to have:
WW: Put a copy of target white creature token you control otb.
RR: Put a copy of target red creature token you control otb.
GG: Put a copy of target green creature token you control otb.
The not tapping and more versaitilty might justify the initial CMC.
Atifexe wrote:Otherworldly Abomination - 0
Creature - Eldrazi Horror
Cumulative Upkeep - Sacrifice a permanent. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you sacrifice a permanent for each age counter on it.)
Whenever a player sacrifices a permanent, put a +1/+1 counter on Otherworldly Abomination.
As long as Otherworldly Abomination has 4 or more +1/+1 counters on it, it has Annihilator X, where X is the number of age counters on it.
1/1
A little bit of a bookkeeping nightmare, what with having two types of counters on it. Also, probably undercosted. Thoughts?
I'm trying to think of a way to make it so you can tie both counters into one (sacrificing based on number of +1/+1 counters for instance), but the upkeep cost seems to grow out of hand rather quickly every time... maybe allowing multiple menas of 'paying' the upkeep cost? (Sacrifice a permanent, discard a card, or lose a life for each counter.)
As to someone mentioning adding counters artificially, at the very least you can proliferate it...
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Aaaand, that's the last page... This seems like a good time to end the post. (I'm not going to look up and see how long it is... <.<)