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 Post subject: Re: TPortfolioW
PostPosted: Wed Jul 28, 2021 9:12 pm 
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Bop
Instant
~ deals 2 damage to target creature. Then, if that creature didn't die, return ~ to its owner's hand.

Does this even work?
"if that creature remains on the battlefield?"
Should it be a sorcery just to keep things harder to abuse?
Should it be less efficient as a burn spell to offset the storm/spells matter potential?

Nettling Aura
Enchantment - Aura
Enchant creature
When ~ enters the battlefield it deals 2 damage to the creature it enchants.
At the beginning of every combat, return ~ to its owner's hand.


Awesome Crescendo
Sorcery
Escalate—Pay half your life total rounded up. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
  • Exile target permanent.
  • Return target creature card from your graveyard to the battlefield.
  • Each opponent loses 3 life. You gain life equal to the life lost this way.

Want to make a cycle of these. Maybe one where the escalate cost is to skip a turn? You'd really want to save the escalate portion for an alpha strike. Maybe make one ability a "doesn't untap until your next upkeep" thing for synergy?

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*"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: Sat Jul 31, 2021 4:33 am 
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Creatures don't die to damage until after the resolution of the card. So no, Bop doesn't work and I don't know to fix it either.

Maybe sorcery-speed and "Return this spell to its owner's hand and play with it revealed this turn. If a creature dealt damage this way dies this turn, discard this card." That might not work either.

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 Post subject: Re: TPortfolioW
PostPosted: Sat Jul 31, 2021 5:21 am 
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Might need a rules revision to account for what lethal damage is, but maybe the following:

Bop deals 2 damage to target creature. If that creature wasn't dealt lethal damage this way, return Bop to its owner's hand.

Alternatively, could separate it into three abilities.

When you cast ~ choose target creature.
~ deals 2 to chosen creature.
When ~ resolves, return it to its owner's hand unless chosen creature dies.

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 Post subject: Re: TPortfolioW
PostPosted: Thu Aug 05, 2021 12:03 am 
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hAD AN IDEA FOR A sTARSTILL CARD THAT DIDN'T MEET THE CRITERIA. I didn't mean to have capslock on.

World's Embrace
Sorcery
Create an X/X green Beast creature token, where X is the number of creatures you control.
Scry Y, where Y is the number of enchantments you control.
Gain Z life, where Z is the number of artifacts you control.

Thought about returning a card with Z or less mana value from grave to hand, but it's just not as concise as the other options.
The creatures-matter option kind of had to count creatures. I wanted the enchantment aspect to be more powerful than the artifact one, since they're harder to get than artifacts.

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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: Thu Aug 12, 2021 10:31 pm 
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TPmanW wrote:
Viashino Solarch
Creature - Viashino Shaman
Trample
~ costs less to cast for each creature you control.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on ~.
3/3
"With these oaths I bind you to me for all the day long"

So tempted to make this a Viashino. Flavor-wise there are better fits, but we have the nucleus of a viashino deck that has no payoff...
"Cattle Under The Sun" would be a cute name.

Did we ever establish what the Viashino would call their leaders? "Bey" was cool, but it's a stretch they'd use the same title as they do on Dominaria.

I rather like this one. I won a few rounds with cards I thought were kind of mediocre, but this one lost.

TPmanW wrote:
My first thought was to make a sort of sword of fire/ice light/shadow kind of deal, but then I realized I already had a splashy equipment design up my sleeve.

Dragon-Slaver
Legendary Artifact - Equipment
Equip
Equipped creature gets -4/-0
Whenever equipped creature deals combat damage to a creature, gain control of that creature.
Whenever equipped creature deals combat damage to a player, sacrifice ~. If you do you control that player during that player’s next turn.
(You see all cards that player could see and make all decisions for the player.)
"The dragons wrested control of my world. Fair play I suppose." Baharaz, Emperor in absentia

The obvious comparison is of course Mindslaver. You have to connect to activate it, but there's additional upside.
I also considered having the equip cost be pay somewhere from 7-10 life, or having an activate only if you have mastery rider.
Tried to look up examples of equipment that doesn't boost stats but search functions don't get along with "+". There are 77 such cards. There are 2 equipment that reduce toughness, and none that reduce power. Let's do it. Maybe I'm insane, but we can work that out later.

Alt flavor text ideas:
"The dragons of course had other ideas." Baharaz, Emperor in absentia
"My plan was a simple one." Baharaz, Emperor in absentia

There's a good card in here somewhere, but it needs some workshopping.

TPmanW wrote:
Looking at the 10 Viashino we have right now we've got

7 Red, 2 green & 1 black
-Actually it doesn't really matter, this is a red thread.

2 One drops
3 Two drops
2 Three drops
3 Four drops

6 Viashino have power higher than their toughness. The rest have square stats
- Fairly aggro. Maybe a way to use death triggers or recur Viashino would be nice?
-These guys would love 1st strike.

2 Trigger off of casting Instant/Sorceries. 1 of which makes you Viashino tokens.
1 Triggers off incoming lands.
2 Trigger off of other creatures coming onto the battlefield.
1 Bounces itself.
1 Sacs to produce mana that gives creatures haste.
2 Viashino sacrifice themselves.
-I think we want to do something with Viashino entering the battlefield. Tying in Inst/sorc love would be nice too, but the card might get complicated.

Almost


Dragon Breath Den Mother
Creature - Viashino
: Target Viashino or Dragongets +1/+0 and gains haste until end of turn.
Whenever a Viashino or Dragon enters the battlefield under your control, add to your mana pool. Until end of turn, you don’t lose this mana as steps and phases end.
2/2
Comparison is Goblin Warchief I guess. This can be used to fuel nontribal spells, but can't bring things out a turn early. It grants haste, but only if you use up the mana. It also costs less. There's comob potential as well.
This should go pretty nicely with Giltfang Matriarch and Viashino Sandscout. It would take some work to go infinite with anything, but it's plenty of fuel for the fire.
Did we cut or edit Viashino Suncaller? I seem to remember that. Pity if so.

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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 Aug 13, 2021 5:48 am 
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@Solarch: Not really sure what the limited archetypes are for Starstill 2.0, but with all the token production available to Viashinos (especially Raid the Ruins), this seems like it would get out hand quickly.

@Dragon-Slaver: I would drop the last ability and the debuff and focus on the main effect. The debuff is like defender in that it is purely there to balance something that is too strong on its own, and Emrakul 2.0 is a good indicator that the mindslaver effect is just difficult to balance. I like the idea of equipping this to a chump blocker and stealing their creature though. Also maybe an Equip to non-Dragon?

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 Post subject: Re: TPortfolioW
PostPosted: Fri Aug 13, 2021 8:58 pm 
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@Solarch: Not really sure what the limited archetypes are for Starstill 2.0, but with all the token production available to Viashinos (especially Raid the Ruins), this seems like it would get out hand quickly.

@Dragon-Slaver: I would drop the last ability and the debuff and focus on the main effect. The debuff is like defender in that it is purely there to balance something that is too strong on its own, and Emrakul 2.0 is a good indicator that the mindslaver effect is just difficult to balance. I like the idea of equipping this to a chump blocker and stealing their creature though. Also maybe an Equip to non-Dragon?

Good points all.
"Equip to non-dragon" is pretty nifty.

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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: Mon Aug 16, 2021 10:02 pm 
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Got 3rd place for this one. Charging warg let me down. Common tribal effects are hard.

Aw man, I used up the archetype I was going to enter for for . At the time seemed so far away...
Treasure seems like a good fit for but it's been done, and recently at that.
Kind of wanted to do a "theme" that was just "these 2/3 cards specifically support each other. Try to draft them" but that seems better as a little extra spice and not a draft archetype. Maybe if the cards had a Squadron Hawk thing going on? Or the 'ol +1 more of thing for each of these things in your graveyard trick but the commons count each other? Seems doable, but would it have a shot at winning?
I guess there's always tribal, but I'd need to find a new spin on it, which basically puts me back to square 1. Tribal effects that only kick in with a certain amount of creatures? Maybe an A and B dual tribe dealie where A boosts B and vice versa?
Activated abilities matter is a thing I've been stewing on, but it seems best with in it. Blue gets to have weird interactions with costs and abilities, even if I suspect has more activated abilities.

Watch this space.

Goblins & Wolves BFFs
Tribal, now with 2 tribes! I messed around with the idea of Horses and knights tribal before, but horses are lame and it wouldn't work in RG anyway.
Why split tribes? It's new. It's cool. The co-dependency justifies cards that rule.
Why wolves and goblins? Tolkien mostly. Goblins are established popular tribe, but could use a new spin. Wolves have a whole bunch of cards but not much actual tribal (outside NGA). Horse/knight is a theme I toyed around with before but horses without knights are pretty boring. Wolves can pull their weight interestingness-wise.
Because you need multiple creatures out to activate the cross synergy, the BFF deck will be more of a midgame deck than gobos are used to getting.
Wolves would be primarily green dipping into red, and goblins would be the reverse.

Meh


common
Kadz Fang-Sharpener
Creature - Goblin
When ~ enters the battlefield put a +1/+1 counter on target Wolf you control.
2/1
"I'd sharpen yours, but it'd only be aesthetic"

common
Charging Worg
Creature - Wolf
Trample
When ~ enters the battlefield, you may have target goblin get +2/+2 and gain trample until end of turn.
2/2
"Horses. Can you believe the humans ride horses?"

uncommon
Call To The Wild
Instant
Choose one:
  • Create two 1/1 red Goblin creature tokens.
  • Create a 2/2 green Wolf creature token.
Entwine - (Choose both if you pay the entwine cost.)

rare
Wild Alliance
Enchantment
Wolves you control get +2/+2 as long as you control a Goblin.
Goblins you control get +2/+2 as long as you control a Wolf.
Worg- Goblin's Best friend.

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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: Thu Aug 19, 2021 8:59 pm 
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Some Starstill submissions that didn't make the cut:
TPmanW wrote:
Hmm, burn was the obvious choice. A creature that gets a boost is always nice. Ben done, but there's always room for another.
Maybe a rummage card?
Is it ok to make strictly better Tormenting Voice? Can't really do positive card draw in red, but we could maybe scry then draw? Or maybe do the exile instead of draw thing, but make it permanent if you have mastery- no that'd be confusing. Maybe mastery will let you discard and draw X instead of a set #? Would it be too crazy if mastery rebounded the spell to your hand- wait, that would make it card advantage.
Is it really necessary that the discard be part of the cost with these effects? Oh, right I guess they don't want it to be straight draw on an empty hand (although I'm not sure that's so terrible?) Perhaps rummage and mastery gives you a ritual effect? Mastery's a good speed brake on rituals, but we already have Manaruption.

Spoiler


Bandit Knight
Creature - Viashino Knight
Mastery - When ~ enters the battlefield, if you control an artifact, creature, and enchantment, add to your mana pool.
3/2
Once we lived for our liege. Now, the empire is extinct, our honor... obliterated.

TPmanW wrote:
Any rarity?

My 1st thought is some kind of tempered steel dealie that hits enchanted and equipped creatures, with the buffs stacking. THat's more go wide than voltron I guess, but it supports it either way. Little weird in colorless though.

"Whenever a creature you control becomes enchanted, put a +1/+1 counter on it" seems cute.


Some ideas:
Shimmersteel Overseer
Artifact Creature - Golem
Creatures you control have Ward X where X is the number of artifacts and/or enchantments attached to them.
2/3


Bearer Of Blades
Artifact creature - Golem
As long as ~ is equipped it has double strike.
As long as ~ is enchanted it has hexproof.
4/4

Refracting Golem
Artifact Creature - Golem
Spells and abilities you control that target ~ costs 2 less to cast.
Spells and abilities you don't control that target ~ costs 2 more to cast.
3/3

Memory-Keeper
Artifact Creature - Golem Advisor
When ~ dies return any auras attached to it to their owners' hands.
When ~ dies attach any equipment attached to it to target creature you control.
2/1
...that kinda works differently for both types. Shuffling off auras doesn't sound too crazy though. Or maybe reduce it to moving over an aura/equipment.

Engrave makes Golem tokens, so maybe anything here could do something to all golems? Nah, probably better as its own thing.

Some kind of Precursor Golem riff?

Tell me if I've got anything here.



TPmanW wrote:
2 drop seems like a slot that could use some love.

Imperial Loyalist
Creature - Human Soldier
Mastery - Mastery - As long as you control an artifact, a creature, and an enchantment ~ has lifelink and first strike.
2/2
We keep to the old ways, as best we can with what tools we have left.

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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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Last edited by TPmanW on Thu Aug 19, 2021 9:05 pm, edited 1 time in total.

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 Post subject: Re: TPortfolioW
PostPosted: Thu Aug 19, 2021 9:04 pm 
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Some Starstill submissions that did make the cut:
TPmanW wrote:
Rare:
Bearer Of Blades
Artifact creature - Golem
As long as ~ is equipped it has double strike.
As long as ~ is enchanted it has hexproof.
4/4
It's old Velnarian for "weapon platform" I think. So it weaponizes platforms? No that can't be it...

TPmanW wrote:
Holistic Approach
Sorcery
Create an X/X green Beast creature token, where X is the number of creatures you control.
Scry Y, where Y is the number of enchantments you control.
Gain Z life, where Z is the number of artifacts you control.

Ok, so it's not super artifact lovey, but It works, right?
...

Although it looks like it will be changed to a 0/0 token with X +1 counters.

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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 Aug 19, 2021 11:13 pm 
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An idea I had for a cycle in an enchantment set. Each of these isn't worth the entry price, but boosts the next one you play, so that number 2 is more or less worth it (until you factor in the cost of both). The white one kinda sucks, but it's cheap for players who want to get the train rolling.

Fortuitous Portent
Enchantment
When ~ enters the battlefield, gain 1 life for each enchantment you control.

Uknowable Portent
Enchantment
When ~ enters the battlefield, draw a card for each enchantment you control.

Sinister Portent
Enchantment
When ~ enters the battlefield, up to X target creatures gain death touch until end of turn, where X is the number enchantments you control.

Dangerous Portent
Enchantment
When ~ enters the battlefield, it deals X damage to any target, where X is the number enchantments you control.

Sylvan Portent
Enchantment
When ~ enters the battlefield, create a 1/1 green Elf creature token for each enchantment you control.

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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 Aug 20, 2021 1:57 am 
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The closest parallel I can draw to this in existing MtG are Frantic Inventory/Muscle Burst effects. So while my inner Spike wants to say these are underpowered, they are more likely than not appropriately costed given that any enchantment makes them better.

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 Post subject: Re: TPortfolioW
PostPosted: Sun Aug 29, 2021 7:12 pm 
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Arbiter Of Endings
Creature - Angel Demon Advisor
Flying, lifelink
At the beginning of your upkeep, each player with the lowest life total loses the game.
3/3

Old

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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: Sat Sep 04, 2021 12:38 am 
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TPmanW wrote:
Tithe
Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn.

Essentially, a bunch of dudes share the same activation cost. Go wide with a ton of tithe dudes and you can get big value for that payment. Most Tithe abilities aren't individually worthwhile outside of specific situations. The whole thing is tied with the flavor of the Orzhov who would totally demand life payments in exchange for favors and "protection" or "just because".
The ability is sorcery speed to keep combat decisions clearer.
There will probably being a lot of Rootwalla impersonators.
This could have been a decent fit in BR aggro as well, but the mechanic begs to go wide and the Orzhov bribed me to direct all those sweet souls to their corner of flavor town. The secret goal is actually to expand tithe into by having it show up in with a mana payment instead of a life payment. That way, mixing the two variants lets you pay the cost you prefer to pay. Heck, throw in a few kooks with discard costs or whatever to make it interesting.

Commons
Anointed
Enchantment - Aura
Enchant creature.
Enchanted creature gets +1/+1 and has vigilance.
Enchanted creature has lifelink as long as you payed your tithe this turn.
See tithe can go on all sorts of things!

Alms Collector
Creature - Human Warrior
Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn.
~ gets +1/+1 and has lifelink as long as you payed your tithe this turn.
2/1
This guy is here to make players feel a little better about paying that life. Hopefully it's also a pretty obvious incentive to draft a bunch of these and turn that "payment" into an "investment". If it could reliably make back that life without dying it would probably be too good. It's also an aggro-friendly take on a midrange/ control mechanic.

Uncommon
Exchequer Of Souls
Creature - Thrull Advisor
Flash
Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn.
When ~ enters the battlefield, your tithe is payed for the turn.
Whenever you pay your tithe, create a Treasure token.
1/1
Playing with the sorcery restriction here and playing up the weird religio-mercantile nature of the guild.

Rare
Demon Of Obligation
Creature - Demon
Flying
Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn.
Whenever you pay your tithe, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
4/4


Not as good cards

Apparently, Tithe (Once per turn, as a sorcery, you may pay 3 life. If you do, your tithe is paid for the turn.) would have worked.
Alms Collector could be a 2/2 for 3, and oof, I knew I made a misstep when I went for that white common. I have a better one right in the my workspace! It was kind of similar to an earlier version of the Exchequer, but when I changed up the exchequer I didn't put the good white common back in. That cost me at least a few points.

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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: Sat Sep 25, 2021 9:40 pm 
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TPmanW wrote:
Activated Abilities

Commons
Izzet Test Pilot
Creature - Human Artificer
Flying
Boast - : (Activate only if this creature attacked this turn and only once each turn.) Create a Clue token.
1/2
Aether Swooper

Steam Powered
Instant
Add use this mana only to pay the costs of activated abilities.
Rituals are normally a scary idea, but the ones that work require setup so it can't be used to go crazy too early. Like, say if it needed a specific outlet to already be in place to make use of it.

Uncommon
Electro-Arcanist
Creature
Nonmana activated abilities of permanents you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, sacrifice ~: Copy target activated ability. You may choose new targets for the copy.
2/2
Biomancer's Familiar, Training grounds, Nivix Guildmage
Abilities of nonland perms or nonmana abilites of perms? Everything else should be safe right?


Rare
Niv-Morphos, Electro-Dragon
Legendary Creature - Dragon Weird
Flying
Creatures you control have "Boast - : Switch this creature's power and toughness until end of turn", and "Boast - : This creature gets "+1/+0 until end of turn".
(Activate a creature's boast ability only if that creature attacked this turn and activate each boast ability only once each turn.)
3/5
Crackling Drake meets Fluxcharger?

Working

Test Pilot might not have been a good common, but I'd stand by it as a good design in am ore general sense. I thought if there were enough hopes then repeatable card draw would be doable below uncommon.
Steam Powered is just awesome.
I thought that Electro-Arcanist reducing costs by 2 would be pushing it, but the judge singled it out as a change I could have made.
I'll concede that Niv-Morphos could have lost a point of power and toughness. I was worried it was too complicated, but this is rare bay! Anything goes.

I'm kind of bummed that I missed out on amking top 3 by 1 point, but I guess I'm satisfied with the judging.

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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 Oct 13, 2021 11:52 pm 
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Alright, let's see what I got here. Bang this out real fast.
Sickness
(Which is a cool way of saying -1/-1 counters matter)
Get -1/-1 counters on your creatures as a drawback for some upside. Then burn them for extra value later on. Have your cake and eat it twice.

Commons
Pox Zombie
Creature - Zombie
Rush - (You may cast this spell as though it had flash. If you do, it enters the battlefield with a -1/-1 counter on it.)
When ~ dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on ~.
2/2
"A pox on one of your houses! And for the other..."
I assume rush would be in other colors for this set, but only BG really makes use of the -1/-1 counters.
Death touch was the obvious choice, but that was done in the contest I stole the ability from.

Blight Wolf
Creature - Wolf Mutant
Vigilance
When ~ enters the battlefield, distribute two -1/-1 among creatures you control.
4/4

Uncommon
Ectomy Witch
Creature - Human Warlock
, Remove two -1/-1 counters from among creatures you control: Create a 1/1 green Tumor creature token.
, Remove two -1/-1 counters from among creatures you control: Put a -1/-1 counter on target creature.
1/3


Rare
Cancerous Growth
Enchantment
If an effect would put one or more +1/+1 counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more -1/-1 counters on a permanent you don't control, it puts twice that many of those counters on that permanent instead.
Whenever a creature dies, if it had a counter on it, gain 1 life.

If you're ok with modifications after this closed


This set needs a couple of "Creatures you control with counters on them have..." cards.
And a "as long as _ has a counter on it..."

_________________
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 Oct 14, 2021 11:37 pm 
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TPmanW wrote:
...
Militant Industrial Construct
Artifact creature - Construct Soldier
~ gets +X/+X for each equipment attached to it, where X is the number of equipment attached to ~.
: Activated abilities of equipment you control cost :2: less to activate until end of turn. This effect can’t reduce the mana in that cost to less than one mana.
2/4

_________________
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 Oct 15, 2021 1:05 am 
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Joined: Sep 25, 2013
Posts: 14140
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TPmanW wrote:
Alright, let's see what I got here. Bang this out real fast.
Sickness
(Which is a cool way of saying -1/-1 counters matter)
Get -1/-1 counters on your creatures as a drawback for some upside. Then burn them for extra value later on. Have your cake and eat it twice.

Commons
Pox Zombie
Creature - Zombie
Rush - (You may cast this spell as though it had flash. If you do, it enters the battlefield with a -1/-1 counter on it.)
When ~ dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on ~.
2/2
"A pox on one of your houses! And for the other..."
I assume rush would be in other colors for this set, but only BG really makes use of the -1/-1 counters.
Death touch was the obvious choice, but that was done in the contest I stole the ability from.

Blight Wolf
Creature - Wolf Mutant
Vigilance
When ~ enters the battlefield, distribute two -1/-1 among creatures you control.
4/4

Uncommon
Ectomy Witch
Creature - Human Warlock
, Remove two -1/-1 counters from among creatures you control: Create a 1/1 green Tumor creature token.
, Remove two -1/-1 counters from among creatures you control: Put a -1/-1 counter on target creature.
1/3


Rare
Cancerous Growth
Enchantment
If an effect would put one or more +1/+1 counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more -1/-1 counters on a permanent you don't control, it puts twice that many of those counters on that permanent instead.
Whenever a creature dies, if it had a counter on it, gain 1 life.

If you're ok with modifications after this closed


This set needs a couple of "Creatures you control with counters on them have..." cards.
And a "as long as _ has a counter on it..."

Pretty meh submission which met with meh grading.
Ectomy witch could be made into something neat with some tweaking though. Mostly I failed to account for how much value you get when you remove -1/-1 counters from your own creatures.

But lets focus on Adapt To Adversity.
Easy fix:
Embrace The Cancer
Enchantment
Flash
When ~ enters the battlefield, put two +1/+1 counters on target creature.
Creatures you control get +1/+1 for each -1/-1 counter on them.
It's the new mother nature taking over.

Having the original give +2/+2 for each -1/-1 counter was a mistake. Nullifying -1/-1s is already a big deal in these situations. It also gets out of hand too fast in multiples.
The lost power level can be swapped out for instant speed and a weak debuff. In multiples it may be worth turning that debuff into a buff for your own creature.


The good fix:
Alternative Biology
Enchantment
Creatures you control get +1/+1 for each -1/-1 counter on them.
, sacrifice a creature: Create a token that's a copy of ~.
Life as we know it is over. It's the new mother nature taking over.
https://www.youtube.com/watch?v=yMG-Mi9I0-k

Edit - Best fix:

Enter The Cancerverse
Enchantment
Creatures you control get +1/+1 for each -1/-1 counter on them.
, sacrifice a creature with a -1/-1 counter on it: Create a token that's a copy of ~.
It's the new mother nature taking over.
She's getting us all.

A bag of goodies and a bottle of wine; we're going to get it on right tonight

_________________
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: Tue Nov 02, 2021 11:43 pm 
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Joined: Sep 25, 2013
Posts: 14140
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TPmanW wrote:
Aw man, I should've payed attention to this much earlier.

Not 100% relevant, but it's too bad that decayed has such a zombie flavor. On that note blood tokens are veeery niche flavored.

Zelchoth, Engine Of Souls
Legendary artifact - Vehicle
Flying, trample
Crew 2
Whenever a creature crews ~, sacrifice it and create a 2/2 black Zombie creature token with decayed.
6/6
///MDFC///
Zelchoth, Eater Of Souls
Legendary Creature - Demon
Flying, trample
When ~ enters the battlefield, destroy all other creatures. For each creature destroyed this way it's controller creates a 2/2 black Zombie creature token with decayed.
6/6

_________________
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
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 Post subject: Re: TPortfolioW
PostPosted: Fri Nov 05, 2021 10:57 pm 
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Conqueror of Eldangard
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Joined: Sep 25, 2013
Posts: 14140
Location: Kamloops, BC
Identity: Male
TPmanW wrote:
Zelchoth, Eater Of Souls has a weird aspect where turning every creature into decayed zombies lets your opponent swing at you when you only have one blocker. I'm not sure how exactly I feel about this.

Anyways:

Afterlife Express
Artifact - Vehicle
Menace, death touch
Crew 1
Whenever a creature crews ~ exile it attached to ~.
Whenever ~ deals combat damage to a player, created a 1/1 white Spirit creature token with flying for each creature card exiled by ~.
3/3

_________________
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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