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 Post subject: Re: Suggested Changes
PostPosted: Tue Oct 21, 2014 3:00 am 
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My only problem is that the -0 seems oppressive, maybe add a then remove two loyalty counters from brahaz at the end of it.

That sounds like a good idea.

In fact, if we changed it to "Then remove a loyalty counter from Bahraz for each creature destroyed this way," we could probably stand to reduce the cost to and still have quite the formidable walker on our hands.

Also, does Chronicler Sphinx let you engrave the cards as many times as you want? I think that's really silly and that we should change it to exiling the cards when the Golem dies.

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 Post subject: Re: Suggested Changes
PostPosted: Tue Oct 21, 2014 10:22 am 
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Bahraz is intended to feel more and more oppressive as he gets closer and closer to godhood. I oppose any change to that plan.

Chronicler Sphinx re-engraves the cards because that's how engrave itself works. I guess we could change it to exile the spells, but that might lead to confusion with engrave itself. What if we made engrave exile the spells too, so that everything works consistently?

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 Post subject: Re: Suggested Changes
PostPosted: Tue Oct 21, 2014 3:28 pm 
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The cleanest solution seems to be to just have Chronicler Sphinx's ability only work once. If it only engraved the instants and sorceries in your graveyard when it ETB, then there wouldn't be any recursion. Might also be worth questioning if we want recursion. That might require upping the cost though and maybe making it .

I like the idea that Bahraz should feel more opressive as he nears godhood, but I don't see how having a minus ability contradicts that. The minus ability is something he focuses on instead of working towards godhood. Bahraz would probably have reached godhood long ago if he didn't have to take time out of his schedule to deal with pesky charnel-things*. Besides, the ability does become more oppressive as he gets closer and closer to godhood.

*Totally Bahraz's favourite word now by the way. :D

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 Post subject: Re: Suggested Changes
PostPosted: Wed Oct 22, 2014 2:43 am 
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Call it a feel thing. I don't like the idea that Bahraz would become weaker by destroying things. If anything, he would feed off your tears.

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 Post subject: Re: Suggested Changes
PostPosted: Wed Oct 22, 2014 2:53 am 
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Bahraz seems too good without it, I mean decks with small creatures can't do anything when he's around.


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 Post subject: Re: Suggested Changes
PostPosted: Wed Oct 22, 2014 6:52 am 
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Bahraz is six mana. Six mana. That's Elspeth, Sun's Champion mana. Inferno Titan mana. Massacre Wurm mana. I would argue that if a weenie deck can't beat the Bahraz deck before Bahraz comes out, that reflects more on the weenie deck than on Bahraz.

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Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: Re: Suggested Changes
PostPosted: Wed Oct 22, 2014 8:28 am 
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Bahraz is six mana. Six mana. That's Elspeth, Sun's Champion mana. Inferno Titan mana. Massacre Wurm mana.

None of those cards are nearly as powerful as Bahraz though. Trying to "fix" him without addressing the primary thing that makes him broken is a futile endeavor.

Like, here, I play a weenie deck myself. I see you're online. Wanna playtest right now?

My weenie deck could definitely use an enchantment lord though. And Sun Spirit is the only Enchantment Creature that costs , so I have to settle for Sunchaser Elder. It's not really the ideal situation over here in White Weenie land; you're definitely right as far as that goes.

But you said it yourself: This is looking like the "Play control or die" format. And I worry that we'll be entering into some serious power creep if we make it our mission to make every color line up with where blue and black are right now (especially when they're only there because of a couple of broken mythics) instead of just nerfing the couple of problem cards you designed. (And this is coming from someone who set the criterion for and voted for both of those cards.)

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 Post subject: Re: Suggested Changes
PostPosted: Wed Oct 22, 2014 10:40 am 
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None of those cards are nearly as powerful as Bahraz though.

Trust me when I say that they are.

Anyway, rather than nerf , I think it is far more important to add cards to other archetypes right now. Here's a non-exhaustive list of cards that I think we need for Constructed but do not have.

White
More enchantment creatures.
More efficient creatures.
At least one 1-drop that doesn't suck.
An enchantment lord for the weenie deck.
A Banishing Light effect.
A board wipe.

Blue
A Divination effect.

Black
A Duress effect.
Hard planeswalker removal.

Red
At least two 1-drops that don't suck.
At least three 2-drops that don't suck.
At least two 3-drops that don't suck.
Two or three decent burn spells.

Green
At least three good midrange creatures. Preferably one with haste.
A Bramblecrush effect.
A really good incentive for mastery.
Something that draws cards.

And here is a list of things that we have too much of.

White
Cute but bad enchantment synergies.

Blue
Efficient counterspells and removal.

Black
Efficient creature removal.

Red
Cute but bad instant/sorcery synergies.

Green
Ramp.

Colorless
Ramp.

I think we should restart the contest threads to design for the roles we need to fill. You can decide what to cut.

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YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: Re: Suggested Changes
PostPosted: Thu Oct 23, 2014 4:05 pm 
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I recently came up with a Duress-type card that you guys can use if you want.

Contest of Wills
B
Sorcery
Target player divides his or her hand into two piles. You look at one pile and choose a nonland card from it. That player discards that card.

It's like Fact or Fiction, but with the opponent's hand, making it a guessing game. The flavor is a black mage rooting around in somebody's head trying to damage their mind, and the other mage has to resist by hiding the most important things they know, somehow.

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 Post subject: Re: Suggested Changes
PostPosted: Fri Oct 24, 2014 6:12 am 
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I recently came up with a Duress-type card that you guys can use if you want.

Contest of Wills
B
Sorcery
Target player divides his or her hand into two piles. You look at one pile and choose a nonland card from it. That player discards that card.

It's like Fact or Fiction, but with the opponent's hand, making it a guessing game. The flavor is a black mage rooting around in somebody's head trying to damage their mind, and the other mage has to resist by hiding the most important things they know, somehow.


I really like this card....

Spoiler

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 Post subject: Re: Suggested Changes
PostPosted: Fri Oct 24, 2014 7:28 pm 
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Nice, where'd you find that art? I searched all over Google and DeviantArt for anything fitting.

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 Post subject: Re: Suggested Changes
PostPosted: Fri Oct 24, 2014 9:50 pm 
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I am convinced that he simply conjures it into existence.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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TPortfolioW


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 Post subject: Re: Suggested Changes
PostPosted: Sat Oct 25, 2014 12:41 am 
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Not a fan of Contest of Wills. The point of a Duress effect is to keep the control and combo decks in check by taking away their key pieces. With Contest of Wills, you only have a 1 in 2 chance of getting their Bahraz. Yes, it has a cute minigame, but it doesn't pull the weight it needs to pull for the metagame.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: Re: Suggested Changes
PostPosted: Sat Oct 25, 2014 1:46 am 
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Could this maybe fix our problem with a enchantment Lord, I splashed in Lifelink as it seems to be lacking in white.

Elori's Chosen

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 Post subject: Re: Suggested Changes
PostPosted: Sat Oct 25, 2014 5:15 am 
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Possible Green fix for Planeswalkers

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Just me making cards related to Rogues, all comments are welcome.....
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Please note that none of this art is created by me. It is taken from the internet just to add an image to the cards.


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