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 Post subject: Re: TPortfolioW
PostPosted: Wed Jun 09, 2021 4:30 am 
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yo I heard you like tokens

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 Post subject: Re: TPortfolioW
PostPosted: Wed Jun 09, 2021 5:37 am 
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Summon tokens are cool. How about arrow tokens that deal 1 damage to target creature, would that make combat math too horrible?


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 Post subject: Re: TPortfolioW
PostPosted: Wed Jun 09, 2021 8:52 pm 
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Flopfoot wrote:
Summon tokens are cool. How about arrow tokens that deal 1 damage to target creature, would that make combat math too horrible?

Seal Of Fire exists and even got reprinted, so it can't be too fundamentally bad an idea. Tons of Fiery Seals might get to be a pain in combat though.
My interpretation:
Create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”)


Ember-Slinger Goblin
Creature - Goblin
When ~ enters the battlefield create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”)
1/1
Goblin Fireslinger suggests this is totally doable.

Spitfire Dragon
Creature - Goblin
Flying
: Create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”)
5/5

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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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 Post subject: Re: TPortfolioW
PostPosted: Wed Jun 09, 2021 9:58 pm 
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Here are a bunch of cards I came up with at work. IT was a slow day. All WWI set-themed.

Join The Fight
Sorcery
Recruit X - (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.)
You may have target army you control fights target creature you don’t control.
- or is this better?-
Join The Fight
Sorcery
Recruit X - (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.)
You may have target creature you control fights target creature you don’t control.
-The difference is whether you need to use the army to do the fighting or not.


Bloody Commandant
Creature - Vampire Noble
At the beginning of your end step, ~ is the only nontoken creature you control, Recruit 1 (Put a +1/+1 counter on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.)
2/2


Tenepzi War Liege
Creature - Vampire Noble Soldier
Flying
Sacrifice a creature: Recruit 1 (Put a +1/+1 counter on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.)
3/3


Drill Instructor
Creature - Elf Soldier
Creatures you control with base power less than 2 have 2 power.
Creatures you control with base toughness less than 2 have 2 toughness.
2/2
By the time you grubs walk out of here you should have just about even odds of surviving your first combat.
-Not sure about the wording here. Should it alter the "base power" of creatures of creatures that "Would" have lower P/T or something?
-In a set with 0/0 Army tokens, this should actually be pretty good.


Hometown Hero
Creature - Human Soldier
When ~ dies, recruit X where X is ~'s power. Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.)
1/1
-Wayward Traveller is better more often than not, but this is potentially quite good.

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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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 Post subject: Re: TPortfolioW
PostPosted: Thu Jun 10, 2021 10:16 am 
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isnt that just amass?

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 Post subject: Re: TPortfolioW
PostPosted: Thu Jun 10, 2021 8:22 pm 
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isnt that just amass?

Basically. I just didn't want them to be black zombie tokens.

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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: TPortfolioW
PostPosted: Thu Jun 10, 2021 8:36 pm 
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TPmanW wrote:
isnt that just amass?

Basically. I just didn't want them to be black zombie tokens.


That's fair ... is it possible to modify the Amass keyword so it can apply to different crwature types and colors?

Also, not sure if this would be an issue with Amass and Recruit playable in the same format.

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 Post subject: Re: TPortfolioW
PostPosted: Thu Jun 10, 2021 9:47 pm 
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TPmanW wrote:
isnt that just amass?

Basically. I just didn't want them to be black zombie tokens.


That's fair ... is it possible to modify the Amass keyword so it can apply to different crwature types and colors?

Also, not sure if this would be an issue with Amass and Recruit playable in the same format.

I'm pretty sure you can't change the type and color and still use the Amass keyword.
You can mix and mass amass and recruit. Whichever you use 1st will determine the type of army you get, but afterwards either one will work the same putting counters on it.

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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

TPrizesW
TPortfolioW


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 Post subject: Re: TPortfolioW
PostPosted: Thu Jun 10, 2021 10:12 pm 
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Could a set handle both Summons tokens and Recruit? It seems like madness to me, but I really like both mechanics.

Relieve From Duty
Return target nonland permanent to its owner's hand. That permanent's controller creates a Summons token. (It’s an artifact with “, , Sacrifice this artifact: Create a 1/1 white Soldier creature token.”)
-Does this break pie? Blue can't usually deal with walkers, but is it ok if it's just an unsummon?

National Tragedy
Sorcery
Destroy all creatures. For each creature destroyed this way, its controller creates a Summons token. (It’s an artifact with “, , Sacrifice this artifact: Create a 1/1 white Soldier creature token.”)
Historians on both sides agree the second battle of Long Ridge was fought entirely to avenge their losses at the first Battle of Long Ridge.

Call Of Duty
Enchantment
At the beginning of your end step creates a Summons token. (It’s an artifact with “, , Sacrifice this artifact: Create a 1/1 white Soldier creature token.”)

Sweeping Sickness
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature dies its controller attaches ~ to another creature they control.
-This basically sucks unless the opponent has a tone of 1/1s in which case it acts as a sweeper.

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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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 Post subject: Re: TPortfolioW
PostPosted: Wed Jun 16, 2021 9:10 pm 
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Secluded Outpost
Land
~ enters the battlefield tapped.
: Add .
Soulbond (You may pair this land with an unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with a creature, each of those permanents has “: Add or .”

What do I call these? Outposts? Rendezvous? Relays? Offices? Bureaus? Market? Square? Junction?
I want to invoke the idea that these locations give instruction or materials to the creatures on the battlefield, and ideally there should be somebody manning them.

Ostentatious
Decrepit
Bustling
Fortified
Secluded

I'm also split as to whether these are too strong or too weak. Requiring a creature to get colored mana is a big drawback, but if the creature and land can both tap for mana then you're way up on mana. Even with this entering the battlefield tapped you can get mana out of it turn one by tapping a creature. Of course, a removal spell will rob you of your mana source. So how good are these exactly?

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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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 Post subject: Re: TPortfolioW
PostPosted: Fri Jun 18, 2021 12:33 am 
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Ridden Rhox
Creature - Rhino
When ~ enters the battlefield, create a 1/1 green Elf creature token.
Elves you control have trample.
3/3

Rhox Rider
Creature - Elf Warrior
When ~ enters the battlefield, create a 3/3 green Rhino creature token.
Rhinos you control have vigilance.
1/1

It seemed like a neat way to add a mini theme to a draft environment.

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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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 Post subject: Re: TPortfolioW
PostPosted: Fri Jun 18, 2021 10:59 pm 
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Redoubled Might
Instant
Target creature gets +X/+0 until end of turn, where X is that creature's power.
Flashback


Furystoker
Creature - Elemental Berserker
: ~'s base power becomes X until end of turn, where X is the greatest power among creatures you control.
2/2


Carnage Seeker
Creature - Human Berserker
Creatures you control with the greatest base power among creatures you control get +1/+1.
1/1
I thought this was a cute way to give red higher stats than it's supposed to get at this (and other) mana costs.

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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: TPortfolioW
PostPosted: Sat Jun 19, 2021 9:13 pm 
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Lanon, Vermillion Transcendent
Legendary Creature - Phoenix
Flying
~ costs less and enters the battlefield with a +1/+1 counter on it for each Phoenix card you exile from your graveyard to cast it.
Sacrifice a Phoenix: Return ~ from your graveyard to your hand.
4/1

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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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 Post subject: Re: TPortfolioW
PostPosted: Sun Jun 27, 2021 11:53 pm 
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TPmanW wrote:
Highest Power
Maybe do the ferocious mechanic again, but throw this in with it. I dunno. Big numbers just seems like something player's could get jazzed about.

Common
Sickening Sycophant
Creature - Human Assassin
When ~ enters the battlefield, each opponent loses X life, where X is the greatest power among creatures you control.
2/2
IT's a pun because the art would be a dude poisoning somebody's food.

Common
Furystoker
Creature - Elemental Shaman
: ~'s base power becomes X until end of turn, where X is the greatest power among creatures you control.
2/2

Uncommon
Rage Driver
Creature - Elemental Berserker
Menace
At the beginning of combat on your turn, each creature you control with the greatest power among creatures you control gains menace until end of turn.
3/3
A bunch of archetype-relevant would cluster around a few power stats to make it a little easier to get multiple boons out of cards like this.

Rare
Battle-lust Hellkite
Creature - Dragon Berserker
Flying
~'s base power is equal to the greatest power among other creatures you control.
: ~ get's +1/+0 until end of turn.
*/4
Yes, this can easily go infinite with 2 copies and any pump spell. It's the old Riptide Mangler with a +1/+1 counter combo.

Favor of the Mighty would imply that "the greatest power" is somehow the right wording. That is, without any mention of "you control". I do not favor that wording.

Spoiler

Sickening Sycophant sadly won't work in a RG version of power matters. I could do a red burn equivalent, but I won't be able to keep the awesome name.
Furystoker is too complex for a common. Maybe a static ability version would be simple enough? Eh, it could totally be uncommon. I don't particularly need that design as a common so much as I like the general concept.
Rage Driver should probably have higher power to exemplify the theme, true.
Sadly, the way the game actually works renders Battle-lust Hellkite nonfunctional, so that one was a bust.
Actually, I think the cards in my design notes were generally better than the ones I actually submitted.

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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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 Post subject: Re: TPortfolioW
PostPosted: Wed Jun 30, 2021 12:25 am 
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Throne-guard Captain
Creature - Human Soldier
Utopian ~ gets +1/+1 as long as your life total is no lower than it was at the end of your last turn.
1/1
"Our vow is to his majesty. When the king is safe behind the palace walls, only then will we join the fight for the city."
This was an idea for the Archetypes & Signposts contests. I like this execution, but it's probably not ideal for a limited-focused contest. Entries are supposed to represent a limited archetype, and while this seems pretty nifty in constructed, it doesn't fit the mid range feel of the limited archetype. Hence, I'm posting it here.


Endless Inferno
~ deals X damage to any target.
Create X Ember tokens. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”)
2 months after the bombs went off and there's still a new fire every day. I don't know that the city will ever be livable.
By the numbers it's an extremely underwhelming X burn spell- pricey for the damage up front and costing an extra per point of damage for the embers. On the other hand, as long as you have a few extra mana to spare, you'll end up getting that extra damage eventually. And it can be aimed at any target, even targets that didn't exist when the spell was initially cast. And there's artifact interactions. Anyway, I thought it was neat enough to warrant existing.

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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: TPortfolioW
PostPosted: Sat Jul 03, 2021 12:05 am 
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Fire Spear Cavalier
Creature- Centaur Knight
Haste, vigilance
Tap an untapped knight you control: Target Horse or Centaur gets +1/+1 and gains vigilance until end of turn.
Tap an untapped Horse or Centaur you control: Target Knight gets +1/+1 and gains haste until end of turn.
2/2
I was thinking of what cards I could make that would fit into a WWI set and interact with Ossia cards. Centaur knights seemed fairly obvious. It's the dusk of the cavalry age.
Centaurs in Ossia are all about attacking so giving them haste should be great.
1st strike is more knightly than vigilance, but I wanted to keep it a 2 drop.
The name rhymes!



Raiser To The Blood
Creature - Vampire Noble
Flying
Tap an untapped bat and an untapped human you control: Create a 3/3 black Vampire creature token with flying.
Sacrifice a Vampire: Create a 1/1 black Bat creature token with flying.
3/3
This is more just something I always wanted to see in a vampire card.
Should it work of a bat/vampire + human?


Q'kresh, Conquering Flame
Legendary Creature - Elemental
~ costs less to cast for each Elemental you control.
Whenever an elemental you control deals combat damage to a player, create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”)
Sacrifice 3 Embers you control: Create a 3/1 red Elemental creature token.
3/3
I was going for a name that could be rendered as [fire noises].
The cost reduction is mostly in case you want to run it as a commander- to reduce the escalating cost of recasting your commander. If you activate the ability a bunch, this guy practically pays for itself.
Should I go bigger with this? 6 mana 5/4?

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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

TPrizesW
TPortfolioW


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 Post subject: Re: TPortfolioW
PostPosted: Fri Jul 09, 2021 11:29 pm 
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TPmanW wrote:
- Holdfast "As long as/if your life total is no lower than it was at the end of your last turn"...
Holdfast rewards players for concentrating on defense, usually by giving them offensive tools to close the game out. Striving to get or deny Holdfast bonuses should force players to interact.
Hoping this makes life gain relevant, since it could offset life loss to trigger the ability. That's the big reason it's not just "if you didn't lose life".

Common
Air Fleet Lieutenant
Creature - Bird Scout
Holdfast - At the beginning of your upkeep,if your life is total is no lower than it was at the end of your last turn, ~ gains gains flying until end of turn .
2/2
"We will receive no help from the Tholians. The council meekly keeps the air fleet in reserve." - Missives, Cpt. Aranus, Tezchian 5th

Common
Untested Cavalier
Creature - Centaur Knight
Holdfast - At the beginning of your upkeep, if your life is total is no lower than it was at the end of your last turn, put a +1/+1 counter on ~.
2/3
"The war leaves us hardly pause to train our lads before we send them forth. Tell Tezch we need more time." - Councilor Jon

Uncommon
Counter-Ambush
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn.
Create two 1/1 white Soldier creature tokens.

Rare
Defend The Throne
Enchantment
At the beginning of your upkeep, create a 1/1 white Soldier creature token.
Holdfast - At the beginning of each combat, if your life is total is no lower than it was at the end of your last turn, creatures you control get +1/+1 .

Spoiler

I have 2 legitimately good cards here, but the commons are boring and one's overpowered. I'm a little unsure how to approach commons in the archetype contest. Do I go for a super simple execution? Enablers or payouts for the theme? I only get a few cards to cover every base, and the commons have the most constraints.

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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

TPrizesW
TPortfolioW


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 Post subject: Re: TPortfolioW
PostPosted: Sat Jul 10, 2021 6:06 pm 
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TPmanW wrote:
TPmanW wrote:
- Holdfast "As long as/if your life total is no lower than it was at the end of your last turn"...
Holdfast rewards players for concentrating on defense, usually by giving them offensive tools to close the game out. Striving to get or deny Holdfast bonuses should force players to interact.
Hoping this makes life gain relevant, since it could offset life loss to trigger the ability. That's the big reason it's not just "if you didn't lose life".

Common
Air Fleet Lieutenant
Creature - Bird Scout
Holdfast - At the beginning of your upkeep,if your life is total is no lower than it was at the end of your last turn, ~ gains gains flying until end of turn .
2/2
"We will receive no help from the Tholians. The council meekly keeps the air fleet in reserve." - Missives, Cpt. Aranus, Tezchian 5th

Common
Untested Cavalier
Creature - Centaur Knight
Holdfast - At the beginning of your upkeep, if your life is total is no lower than it was at the end of your last turn, put a +1/+1 counter on ~.
2/3
"The war leaves us hardly pause to train our lads before we send them forth. Tell Tezch we need more time." - Councilor Jon

Uncommon
Counter-Ambush
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn.
Create two 1/1 white Soldier creature tokens.

Rare
Defend The Throne
Enchantment
At the beginning of your upkeep, create a 1/1 white Soldier creature token.
Holdfast - At the beginning of each combat, if your life is total is no lower than it was at the end of your last turn, creatures you control get +1/+1 .

Spoiler

I have 2 legitimately good cards here, but the commons are boring and one's overpowered. I'm a little unsure how to approach commons in the archetype contest. Do I go for a super simple execution? Enablers or payouts for the theme? I only get a few cards to cover every base, and the commons have the most constraints.


Feels like you have a better grasp on the contest than I do tbh, but as a Pauper player, I feel your green common has too much grow potential, even when compared to Blood Researcher from Strixhaven, and both are pretty simple designs.

For the white common, I'd actually give it Vigilance with Holdfast nd let it keep Flying all the time; maybe make it 1/2 to compensate. Green common could also just be an until of turn pump with another ability.

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 Post subject: Re: TPortfolioW
PostPosted: Wed Jul 14, 2021 11:25 pm 
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Canvas The Target
Instant
Put a Contract counter on target nonland permanent, then scry X where X is the number of Contract counters on opposing permanents.
(Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")

Head Decapitator
Creature - Human Assassin
Tap two untapped assassins you control: Put a Contract counter on target creature that doesn't have a contract counter on it. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")
Tap three untapped assassins you control: Destroy target creature.
4/3

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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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 Post subject: Re: TPortfolioW
PostPosted: Tue Jul 20, 2021 7:55 pm 
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Bounty counters Damn you Chevill.
Contracts!
Explanation



Common
Target Acquisition
Sorcery
Put a Contract counters on up tp 3 different target creatures. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")

Common
Contract Killer
Creature - Kithkin Assassin
When ~ enters the battlefield, put a Contract counter on target creature or destroy target creature with a Contract counter on it. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")(An opposing permanent is any permanent controlled by an opponent)
2/1

Uncommon
Arranged End
Sorcery
Target player puts a Contract counter on a creature they control then sacrifices a creature. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")
"See that something happens to him."

Rare
Covert Overseer
Creature - Kithkin Assassin Advisor
Assassin spells you cast cost less for each opposing creature with a Contract counter on it.
At the beginning of your upkeep, if no opposing creatues have Contract counters on them, put a Contract counter on target creature. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card") (An opposing creature is any creature controlled by an opponent)
3/2

Thoughts

Took home the gold with this submission. black common was probably too efficient for balance's sake and the lord reduced the costs of mercenaries instead of assassins like it was supposed to (I fixed it here) but I pulled through.

_________________
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

TPrizesW
TPortfolioW


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