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PostPosted: Thu Sep 03, 2015 5:39 pm 
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Dudibus wrote:
Sealed Envelope
Artifact (C)
Sacrifice Sealed Envelope: Draw a card.

Sealed Envelope
Artifact (C)
Sealed Envelope enters the battlefield tapped.
, Sacrifice Sealed Envelope: Draw a card.

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PostPosted: Fri Sep 04, 2015 8:42 am 
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Very nice. Better I would say.

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PostPosted: Fri Sep 04, 2015 8:47 am 
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Why not require a creature for delivery and receipt :P

Sealed Envelope
Artifact (C)
Convoke
:t:, Sacrifice Sealed Envelope: Draw a card.

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PostPosted: Wed Sep 09, 2015 12:58 am 
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Furious Magmaling
Creature — Elemental (U)
When Furious Magmaling enters the battlefield, add to your mana pool.
Creatures you control have haste.
At the beginning of your end step, sacrifice Furious Magmaling.
3/1

Turn 1 mana dork
Turn 2 this into Phyrexian Soulgorger, swing for 11
Turn 3 Cathedral of War, swing for 9

My dream play tbh

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PostPosted: Sat Sep 12, 2015 1:58 am 
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Watcher of the Past
Creature — Spirit Avatar
Whenever a card leaves your graveyard, Herald of the Past gets +1/+1 until end of turn.
As castles crumbled into dust
And kingdoms rose and fell,
She watched and wondered: who in heaven
Was there left to tell?

1/1

Stewart of the Present
Creature — Spirit Avatar
Whenever a permanent you control leaves the battlefield, Stewart of the Present gets +1/+1 until end of turn.
The soldiers drew their iron swords
To fight for brighter days
And hoped that they would be reforged
When greeted by the grave.

1/1

Herald of the Future
Creature — Spirit Avatar
Whenever a card is put into your hand, Herald of the Future gets +1/+1 until end of turn.
All cosmic possibilities
Were whirling 'fore her eyes;
She hardly felt the world turn
As she stared up at the skies.

1/1

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PostPosted: Sat Sep 12, 2015 8:40 pm 
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Ichor Factory
Land
Cumulative upkeep—You get a poison counter.
: Add one mana of any color to your mana pool.

Hospital
Land
: Add to your mana pool.
, Remove a poison counter from yourself: Add one mana of any color to your mana pool.

Compleationist
Creature – Cleric
Flash
Having ten or more poison counters causes players to win the game instead of losing it.
3/3

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PostPosted: Sat Sep 12, 2015 10:40 pm 
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Not a fan of any of these cards, really. They screw up any Constructed environment with infect.

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PostPosted: Sat Sep 12, 2015 11:39 pm 
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I still don't buy the : get 2 poison counters: one mana of any color land being too strong for eternal formats argument. It's a Gemstone Mine that can tap one extra time with the drawback of being worse in multiples.

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PostPosted: Mon Sep 14, 2015 1:08 am 
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Shadowsoul Invocation
Instant
Exchange your life total with target creature's power.
For when running Hatred just isn't metal enough.

Inspired by thinking of ways to make Fallingman's Body Possession's flavor easier to grok.

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PostPosted: Mon Sep 14, 2015 1:31 am 
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whats the flavour

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PostPosted: Mon Sep 14, 2015 1:36 am 
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I think the body possession is really easy to grok. It's right there in the card name :P

I like Hospital, because I hate Infect.

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PostPosted: Sat Nov 14, 2015 1:19 am 
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Childhood Pet
Creature – Hound (R)
You may only cast Childhood Pet on your second turn.
Cycling
4/4

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PostPosted: Sat Nov 14, 2015 10:34 am 
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seems unduly swingy

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PostPosted: Sat Nov 14, 2015 2:24 pm 
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4/3?

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PostPosted: Sat Nov 14, 2015 2:53 pm 
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Okay, so, I'm about to go through and comment on pretty much every card in this thread, since they're all really cool.

Blur seems like it has the potential for a lot of fun shenanigans. Useful as removal or possibly as a combo card.

Seeker of Apotheosis, someone mentioned possibly making a cycle, and I think that could be pretty cool. I could see some sort of 'ascend' keyword working there. So, it would have "Ascend 7", "Whenever you gain life, if ~ is in exile, put an ascension counter on it" and "As long as ~ is a god, it has base power and toughness 20, flying, and indestructible". I feel like it should be a vampire, since is the lifegain/sacrifice archetype in most sets where that exists, and this guy needs to be sacrificed before the lifegain starts to help. Might be a little slow in its current form; bumping it down to Ascend 4 and making it come back as a 5/5 would probably make it see more play.

Astral Abolishment seems fun, but maybe a bit too powerful. It would be a snap pick in any deck, since it's unconditional removal that can also act as a counterspell.

I really like the paragons, but I feel like the first two abilities being opposites sort of ran out after a while. Which is probably fine, it's your card after all. The infinite bounce is definitely a bit too powerful though, maybe a bounce-edict instead (i.e. "target player returns a creature they control to its owner's hand")

Metakarn seems awesome. The templating would probably be neater with a multikicker though. So, it would cast for , have multikicker , and enter with 2 +1/+1 counters for each time it was kicked. Only difference is that would make it colorless instead of all colors. I guess that makes it not really work as a commander though, which is pretty clearly what it's meant to be used as.

Obsidian Mox seems like a bad idea. Even with that downside, it's still a mox. The only difference is that it's a mox that only goes in decks that can sacrifice it, but in those decks it's as powerful as any other mox would be.

The next card is also pretty overpowered. Yes I am refusing to say it's name. I'm not prudish, but I get easily embarrassed >_>. To me it basically means you spend 4-6 mana and discard a card to cast Emrakul from your hand. As a rule, no card should let you cast an arbitrary spell for free. Even a random spell is pushing it.

Sister of the Hidden Valley seems decent. A dual-color spirit guide that can also be a 2/2 unblockable in the right circumstances.

Skyward Sight... I'd almost say it should cost more. Indestructible and Hexproof already basically means "you can't get rid of this". Even at 4 CMC, it would probably have to be a mythic rare.

Glimpse the Horizon is a pretty good combat trick probably. Very contextual though. It really wants to go in a red deck.

Shrine of Seven Stars... I'm not sure being Legendary is enough of a drawback here, even with it also entering tapped. I suppose it might be, since a 1 mana cost reduction is just about offset by a permanent being legendary, and this is basically Legendary Transguild Promenade without the mana cost.

Barracks is... interesting. I'd have to play with it to know how it works out.

Doubtweaver, Smoke Signal, and Lord of Sorrows seem pretty fun. Easy way to push through mana floods. The only thing I'd note is that with Dakmor Salvage you could intentionally mill yourself out with it if you wanted to do so for some reason. But that's really more hilarious than broken.

I have no idea how powerful Glyphweaver is, but I'd hazard a guess of 'very', since there aren't many creatures with high CMC that don't have abilities. Most of them at least have a keyword ability of some sort.

Crackle is... weird. Probably playable though.

Your version of Sealed Envelope seems good. But... it's basically Mishra's Bauble without the extra info isn't it?

Furious Magamaling seems possibly fun, but it's strict card disadvantage. The "everything gets haste" is probably good enough to make it playable though.

Watcher, Steward (I'm assuming that's what you meant to call it), and Herald seem like a solid cycle of cards. Although Steward is distinctly weaker than the other two. Watcher could be easily triggered with any delve spell, or with something like Relic of Progenitus or even Elixir of Immortality, and Herald just gets +1/+1 each turn even without any sort of combo. Steward, on the other hand, needs sac effects. Which is doable, but seems potentially a bit weaker.

Ichor Factory is something I definitely like. That downside seems like a good one for an 'any color' land.

Hospital, I dislike from a flavor perspective. Which group, in-universe, is using this card? The Phyrexians aren't using it; they don't want to remove poison. But neither are their opponents, since it's very contextual.

Completionist I also dislike. Poison counters are basically a stand-in for damage; you might as well give it "being reduced to 0 life causes players to win the game instead of losing". Laboratory Maniac gets away with something similar because self-mill was already a valid strategy in Innistrad, and has continued to be so in most subsequent sets. Self-poison, on the other hand, is not, never has been, and honestly never should be a valid strategy.

Shadowsoul Invocation seems just generally awesome. I could see it being useful in a lot of situations.

Childhood pet is... weird. I don't really get it. I feel like it should be bumped down to a 3/3 with a benefit when you cast or cycle it (probably life-gain)


Sorry about going on and on a bit. Even if some of these cards are a bit unbalanced, I still think they're really cool ideas, and I wanted to comment on all of them.


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PostPosted: Sun Dec 11, 2016 10:24 pm 
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SimicMimic wrote:
Blur seems like it has the potential for a lot of fun shenanigans. Useful as removal or possibly as a combo card.

I wonder if "Manifest target creature (on the battlefield). Draw a card" would be better.

Quote:
Seeker of Apotheosis, someone mentioned possibly making a cycle, and I think that could be pretty cool. I could see some sort of 'ascend' keyword working there. So, it would have "Ascend 7", "Whenever you gain life, if ~ is in exile, put an ascension counter on it" and "As long as ~ is a god, it has base power and toughness 20, flying, and indestructible". I feel like it should be a vampire, since is the lifegain/sacrifice archetype in most sets where that exists, and this guy needs to be sacrificed before the lifegain starts to help. Might be a little slow in its current form; bumping it down to Ascend 4 and making it come back as a 5/5 would probably make it see more play.

The reason I didn't make it a Vampire is because Black doesn't care about the hereafter. They're all about living life in the present. To the extent that black can come back from the dead, it's always with a terrible price. See my version of Bahraz.

Quote:
Astral Abolishment seems fun, but maybe a bit too powerful. It would be a snap pick in any deck, since it's unconditional removal that can also act as a counterspell.

I feel like Blue needs more oomph. This card has oomph.

Quote:
I really like the paragons, but I feel like the first two abilities being opposites sort of ran out after a while. Which is probably fine, it's your card after all. The infinite bounce is definitely a bit too powerful though, maybe a bounce-edict instead (i.e. "target player returns a creature they control to its owner's hand")

Yeah, looking over these, the nonblue one is definitely the best.

Quote:
Metakarn seems awesome. The templating would probably be neater with a multikicker though. So, it would cast for , have multikicker , and enter with 2 +1/+1 counters for each time it was kicked. Only difference is that would make it colorless instead of all colors. I guess that makes it not really work as a commander though, which is pretty clearly what it's meant to be used as.

I actually wasn't thinking about Commander when I made this! I just think 5-color is really Timmy/Melvin

Quote:
Obsidian Mox seems like a bad idea. Even with that downside, it's still a mox. The only difference is that it's a mox that only goes in decks that can sacrifice it, but in those decks it's as powerful as any other mox would be.

Yeah. If I were making this now I would make it add .

Quote:
The next card is also pretty overpowered. Yes I am refusing to say it's name. I'm not prudish, but I get easily embarrassed >_>. To me it basically means you spend 4-6 mana and discard a card to cast Emrakul from your hand. As a rule, no card should let you cast an arbitrary spell for free. Even a random spell is pushing it.

It's nothing to be ashamed of.

How many cards do you think a free spell is worth? Maybe…

Recombobulator
Creature — Weird
Haste
, Counter two spells you control: Draw a card. Then, you may cast a spell from your hand without paying its mana cost.
0/1

Quote:
Sister of the Hidden Valley seems decent. A dual-color spirit guide that can also be a 2/2 unblockable in the right circumstances.

Yo I freaking love the Spirit guides. One of my favorite cards I ever made:

Pyresky Peak
Legendary Land — Mountain
Pyresky Peak enters the battlefield tapped.
(: Add to your mana pool.)
Exile Pyresky Peak from your hand: Add to your mana pool.

Quote:
Skyward Sight... I'd almost say it should cost more. Indestructible and Hexproof already basically means "you can't get rid of this". Even at 4 CMC, it would probably have to be a mythic rare.

You're right. Definitely . You might be right about the Mythic Rare thing too, but I doubt it.

Quote:
Glimpse the Horizon is a pretty good combat trick probably. Very contextual though. It really wants to go in a red deck.

I'm surprised I made this . It's clearly .

Quote:
Shrine of Seven Stars... I'm not sure being Legendary is enough of a drawback here, even with it also entering tapped. I suppose it might be, since a 1 mana cost reduction is just about offset by a permanent being legendary, and this is basically Legendary Transguild Promenade without the mana cost.

I was just on an elegance kick then.

Quote:
Barracks is... interesting. I'd have to play with it to know how it works out.

I like the discussion this one generated. Mown is such a genius. He assumes everyone already sees what he sees too before he explains it

Quote:
Doubtweaver, Smoke Signal, and Lord of Sorrows seem pretty fun. Easy way to push through mana floods. The only thing I'd note is that with Dakmor Salvage you could intentionally mill yourself out with it if you wanted to do so for some reason. But that's really more hilarious than broken.

Yo the Dakmor Salvage interaction is hilarious. And yeah I think Smoke Signal is the best implementation of this card. if CKY says it's probably too powerful, though, he's probably right. Maybe specify that it has to be a Mountain instead of just a land card?

Quote:
I have no idea how powerful Glyphweaver is, but I'd hazard a guess of 'very', since there aren't many creatures with high CMC that don't have abilities. Most of them at least have a keyword ability of some sort.

Yeah but how powerful is a 2/1 protection from creatures tho really.

I mean pretty damn powerful but gamebreaking? I don't think so

Quote:
Crackle is... weird. Probably playable though.

I should just let Hearthstone be Hearthstone.

Quote:
Your version of Sealed Envelope seems good. But... it's basically Mishra's Bauble without the extra info isn't it?

Again, elegance kick. I'm still incredibly proud of this card. It's inspired by the Yu-Gi-Oh! card Jar of Greed, which in my opinion is more elegant than any Magic card.

Quote:
Furious Magamaling seems possibly fun, but it's strict card disadvantage. The "everything gets haste" is probably good enough to make it playable though.

Oh, yeah, man. This is so much better than Priest of Urabrask are you kidding me? No way this card wouldn't break Dredge-like combo decks.

Quote:
Watcher, Steward (I'm assuming that's what you meant to call it), and Herald seem like a solid cycle of cards. Although Steward is distinctly weaker than the other two. Watcher could be easily triggered with any delve spell, or with something like Relic of Progenitus or even Elixir of Immortality, and Herald just gets +1/+1 each turn even without any sort of combo. Steward, on the other hand, needs sac effects. Which is doable, but seems potentially a bit weaker.

The cards were mechanically weak: mere vessels for their flavor texts.

Quote:
Ichor Factory is something I definitely like. That downside seems like a good one for an 'any color' land.

In four turns, you lose the game, dude! That's a big deal.

Quote:
Hospital, I dislike from a flavor perspective. Which group, in-universe, is using this card? The Phyrexians aren't using it; they don't want to remove poison. But neither are their opponents, since it's very contextual.

Completionist I also dislike. Poison counters are basically a stand-in for damage; you might as well give it "being reduced to 0 life causes players to win the game instead of losing". Laboratory Maniac gets away with something similar because self-mill was already a valid strategy in Innistrad, and has continued to be so in most subsequent sets. Self-poison, on the other hand, is not, never has been, and honestly never should be a valid strategy.

Yeah, these cards suck and go completely against what Poison is supposed to do.

Quote:
Shadowsoul Invocation seems just generally awesome. I could see it being useful in a lot of situations.

Thanks, man! I like designing Black mythics.

Quote:
Childhood pet is... weird. I don't really get it. I feel like it should be bumped down to a 3/3 with a benefit when you cast or cycle it (probably life-gain)

Why the benefit when you cycle it? Isn't the off-color cycling cost unique enough?

I feel you that 3/4 would be better than 4/3, though. We're up against Kalonian Tusker these days.

Quote:
Sorry about going on and on a bit. Even if some of these cards are a bit unbalanced, I still think they're really cool ideas, and I wanted to comment on all of them.

Sorry I took over a year to respond!

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 Post subject: Re: Parad's Ponderings
PostPosted: Sun Dec 11, 2016 10:26 pm 
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Cosmic Channeler
Creature — Human Mystic
: Add to your mana pool.
1/1

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 Post subject: Re: Parad's Ponderings
PostPosted: Mon Dec 12, 2016 12:45 am 
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dank

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 Post subject: Re: Parad's Ponderings
PostPosted: Mon Dec 12, 2016 8:20 am 
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I feel like Glyphweaver needs some reference to Bears. Oh, and for the paragons, you COULD move +1/-0, -0/-1 to black/red and you could give black/green sack a permanent/return a permanent card from your yard to your hand (FWIW, sack a permanent is actually CHEAPER than sack a creature because it gives your opponent more options). And here’s a way to avoid your +1/+1 counters/ -1/-1 counters dichotomy: Tap target creature. It doesn’t untap during its controller’s next untap step/Untap target creature. It gains double strike until end of turn.

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 Post subject: Re: Parad's Ponderings
PostPosted: Mon Dec 12, 2016 1:59 pm 
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Childhood pet is awesome, damn !

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