> Our love is like the river in the summer season of long rains:
For a little while it spilled its banks, flooding the crops in the fields.
But soon it will evaporate with the dry heat. Like Day from Night,
I'll live my life apart from you, just glimpsing you across the sky,
because you cannot change, my dear, and nor can I.
- Jenny Scott, The Love Song of Night and Day
Cool design, feels very mythic. Though, >99% of the time, your opponent will tap out so you can't cast their instants for them. The other times it will make people feel like idiots for forgetting to tap out before you declare attackers. I'm not sure if this is the intended gameplay, but it's something to consider.
> The first was digital, where it was going to be a ton of work to implement. It turns out that switching control in the middle of a turn is a lot harder than switching control for an entire turn.
Which I'm sure is only more problematic as a static effect rather than a triggered ability.
According to MaRo, White is tertiary in land-tutoring - hence [[Karametra]]. It probably shouldn't put the land onto the battlefield unless an opponent controls more lands than you, but this isn't actually a colour-pie break.
There was probably too much text on the card, but if it had flavor text it would be: "Ojutai monks learn in monasteries. Jeskai monks learn on the battlefield."
I love Tarkir, and I can't wait to return to it in M19.
A word on naming:
You're using an existing Magic setting, namely Kamigawa. However, "Snagl" doesn't conform to the phonemes of the language from the culture on which the plane is based.
Before you say, "but it's fantasy," good naming conventions with culturally-appropriate linguistic basis make for good world-building. Tolkien built his entire world around making names and places sound right. Magic continues this tradition with elements like the heavily-Germanic Innistrad, Slavic/Russian roots peppered around Ravnica, and virtually every block at least as far back as Mirage.
The price of ignoring this principle is that it risks creating unintentionally funny names when you're trying to be serious.
And, so I'm not just criticizing, here's an idea:
> Shiga, Shizo's Death-Culler
It happens to be a pun, too.
First, "shiga" literally means "teeth". But, also, a semi-common method of abbreviation in Japanese is to take the initial syllables of multi-word phrases or multi-kanji words and mash them up into a short word. It's a little like using an acronym but also a little like spelling it out. The English equivalent might be something like "teevee" or "okay."
Anyway, a Japanese god/spirit of death (sort of their equivalent to the grim reaper) is called "shinigami." The kanji for this is "死神," and as you might guess, those are pronounced "shini" and "gami," respectively.
Came back from an Unstable draft, read some article on card design, then had the dumbest idea for a pun and knew exactly what I wanted the inevitable custom card's punchline to be. For the uninitiated, here's a good summary of what grokking means by Mark Rosewater in 2006:
>[...]the idea that people understand something so intimately that they are not even conscious why they understand it. To grok something by this definition means that you understand it in a way that is more intuitive than intellectual. You get the essence of what it means, but mostly because it just feels right – not because you’ve been formally taught anything about it.
So [[Chains of Mephistopheles]] is just about the least grokkable card ever in the history of ever. Grokabilly's card text had paraphrase in its wording since the very beginning just because it's a word I use a lot, but then I figured maybe not everyone does. It wasn't until I added reminder text for what paraphrasing means that I realized what a meta joke this thing had suddenly become.
I don't blame you for feeling that way, because I did at first, as well. Especially considering [[Hunt Down]].
But then...
>Forced block (Target creature must block this turn.)
> Primary: red
> Secondary: green
> We don't do this effect often, but red and green are the colors that can force creatures to block.
Taken directly from the source.
And then the most recent example of this effect is actually [[Impetuous Devils]]!
This used to be pretty solidly in Green's color pie back in Alpha, then by the time Legions hit, provoke was shared evenly between Red, Green, and White. Then it sort of drifted around before going back to Green.
But now it's primary Red :)
So, pump spell hate and trample hate. What are you giving green in your set to compensate?
Fragile was tried before in the first GDS - search for "Greg Krajenta" and "ethereal" - and was similarly poo-poo'd. I do really like this design - the idea is frankly hilarious - I just don't like the new keyword.
He already leads the cabal. The MTG story for dominaria starts with a brief chapter about a Cabal member who has recovered the Blackblade, a legendary sword that was forged by [[Dakkon Blackblade]] and used by him to kill an elder dragon. When the Cabal member presents his find as tribute, the Cabal leader stops him in his telling of the story, and tells him that it was [[Belzenlock]] who did those deeds with the blade. This implies that Belzenlock is attempting to rewrite history with himself at pivotal positions in history.
The above article is a humorous take on that turn of events as part of an April Fool's joke. And OP's card and jow253's deck are both in the same vein.
The wording is being updated to "This ability still resolves if its target becomes illegal." with Dominaria, it's listed in the oracle changes here.
I know the name might be confusing given the presence of Auras, but this is the only word I could find in English which conveys the exact meaning of "turning into gold": https://www.merriam-webster.com/dictionary/aurify
I guess the word means "Au"-ify, not "Aura"-ify
(from Mechanical Color Pie 2017)
>Mana production, temporary > >Primary: red > >Secondary: black > >Red is the color best at producing temporary bursts of mana, be it with one-shot spells, permanents with one-time triggers, or things that need to be sacrificed to be used. Black can also get mana but usually requires paying some cost, most often sacrificing something else.
In other words, you're right that black doesn't get this kind of rituals anymore, but it could still get "rituals", assuming there's some additional cost involved.
Transmute is rather specific. We likely won't be seeing it printed again on any new cards, being a "tutor keyword" and all.
I'd suggest "Whenever you discard a card to activate an ability", but that might be too breakable.
Ah, my bad. It's a little confusing cuz other references to strive call it an "additional cost", but I guess the printed ability itself doesn't.
Even though Strive is not an "additional cost", what about the fact that it says "costs X more to cast"? Doesn't that count as a cost increase ability that this card stops?
Good evening! The artist credit is in the "artist" text are of the card itself, is there a different method for crediting the artist that is normally used? The artist uses the pseudonym "Phantasmal-Horror", the image is from the artist's DeviantArt page here: https://www.deviantart.com/phantasmal-horror/art/Russell-Griselbrand-318187900
No where in the slow play rules does it specify how much time is required before you can "officially call a judge". You can call a judge whenever you want and have them watch the game for slow play if you expect your opponent is playing too slowly.
>How long is "too long?" Practically, what does that mean?
> As soon as a player takes a 20-30-second-reflection without any action, this is worth issuing a caution, so that he knows he's taking too much time. Sometimes, in spite of this remark, the player still won't have moved in the following 10 or 20 seconds. This is the perfect moment to issue the infraction of Tournament Error — Slow Play. The penalty is a warning at all RELs.
https://magic.wizards.com/en/articles/archive/practical-approach-slow-play-2007-09-24
"Strictly better describes a card which is, in isolation from other effects, superior to another card in at least one respect, while being worse in zero respects.[1] Cards are commonly found to be strictly better than others by virtue of lower cost, larger effect, instant speed, greater power or toughness, or more versatile or added effects."
By definition this is strictly better than Blackmail. It has an extra option tacked on but no downgrades. Occasionally there are strictly better cards here that have semi-valid arguments for not being strictly better, this is not one of those. This is a by the book strictly better card design.
That said, just because a card is strictly better than something doesn't mean it's broken or a bad design. Honestly, I actually like this one, though I can't say if it's too strong. It's in an odd place, where playtesting is probably required to ascertain the power level.
1: https://magic.wizards.com/en/articles/archive/making-magic/land-my-land-2003-03-31
Hey guys. I'm a terrible artist, but buttons are very easy to make with vector graphics and you can probably do them yourself.
Step 1: Download Inkscape
Step 2: Watch a tutorial video
Step 3: Profit?
I can help you out if you need me, but I don't think you do ;)
Red and black both get haste. Hybrid cards mean that they can fit entirely into both colors. Hybrid cards have to be doable in both colors by themselves. And, every color can get a piker, even blue. See here for black haste: https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2017-2017-06-05
White can't get exiling for a better cost than black. Tapping/flickering creatures is not black, either. At best, you can do it from the graveyard, but to/from exile.
Oh, nice, they fixed it! Looks like it was just Tabak who was obnoxious about it, good on Shiffrin for fixing it last September.
~~Unfortunately, this doesn't work as intended, because the rules about card drawing are stupid. There is technically no such thing as "draw one or more cards"; if an effect says to draw nine cards, the game treats that as shorthand for "draw a card, then repeat this eight times". Every card is drawn one card at a time, so if you cast Divination with this in play you would draw four cards.~~
~~It would be easy to change the rules so that there was a rules-based replacement effect which replaced "draw nine cards" with nine instances of draw a card, but "draw nine cards" counted as an event. However, EDIT: Just Matt Tabak has been more attached to consistency than letting the game work, so they haven't made the change.~~ CORRECTION: This was changed as of Ixalan, praise be to Shiffrin.
I had to look it up to be sure.
> Any time a double-faced card is visible ... the players who can see it can see both faces.
It's public knowledge to be able to look at what's on the other side.
This is my take on one of the cards from the Great Designer Search Challenge #2. I designed all 25 cards before reading what the actual contestants designed themselves, and I can post more later if there is any interest.
Mana Tithe is still in whites color pie. White is allowed taxing counter spells. As well as re decking counterspells like Memory Lapse
Blue counters anything White gets Taxing and top decking counters. Green gets ability countering.
https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2017-2017-06-05
Counterspell
Primary: blue Tertiary: white
Counterspelling is one of the few abilities that's almost universally used in a single color. White dips its toe into the ability with taxing and delay-style counterspells.
Counter target activated/triggered ability
Primary: blue Secondary: green
For a while this was a green effect, but we've moved it to be more in blue.
[[Remodel]]
There's plenty of other words you can use though; just look at the Remodel family in Dominion and you'll stumble on one soon enough.
I feel like this maybe should be 1U. Cool cycle idea, but you're right that this one is tricky. I'm looking for what's primary in white but secondary/tertiary in blue and there's some eyebrow-raisers but nothing I'm sure I like better. Putting an enchantment from hand onto the battlefield? Defender/tapping creatures? Indestructible/protection? I think if you want to keep this one and keep it feeling whitish you want the word Equipment on there somehow.
This text would read way better without the color specifications. It's kinda hard to grok when quickly reading it once, about what spells need to be what colors. More stuff to keep track of for not that big a payoff. I recommend everyone who's interested in this check out Maro's podcast on complexity.
Mana Tithe is a poor comparison because it's part of a series of Timeshifted cards in Planar Chaos, which were specifically designed as cards from an alternate reality where the color pie is different.
I grant you Lapse in Certainty, but the important aspect here is that it's more of a delay than a hard counter, which is tertiary in white according to the Mechanical Color Pie. This is just [[Lunar Force]] but with [[Negate]] stapled to the enchantment instead.
This was actually one of the first versions of landfall, you can read about it here. (It's towards the bottom, ctrl+f "Zendikar" should take you to the relevant part.) Long story short, playing lands is fun and not playing lands is... not fun. I think the ability could be interesting in small numbers, but it would have to be on some pretty specific cards, and not enough to make it worth using an ability word. [[Mercadian Atlas]] is a decent example of what I would expect from these types of cards. (Most importantly, it has a high enough cost that players can still reasonably cast most of their spells without playing more lands, and it also has some tension with giving the players more spells to cast with their limited mana so playing lands becomes better again.)
(As a side note, ability words don't have any mechanical significance, so if you want to stop players from playing lands later in the turn the cards have to spell that out in rules text.)
I can totally picture Chris Rahn colouring over the artwork and creating a beautiful beachside vista out of it, so nicely done there. Also great choice of name.
That said, the second part of the trigger feels a bit... iffy. While it's certainly an effect White can do, it is a tertiary one. It's not a "signature" White effect or something that's immediately associable with the colour... unless you have a Heliod EDH deck in your meta.
If this were part of a theme you were going for, I wouldn't mind one bit, but the first effect you attached to the trigger is so stereotypically Blue, it makes the oddness of the other stand out, know what I mean?
> I also think that it's alright to use unusual ability-color combinations if you have to pay a higher cost to get them
Not really. Just making things more expensive isn't a reason to do thing that the color can't normally do. As explained in MaRo's color pie article, the Maro ability is a blue or green ability, not a black or white. This card could be done just fine as a green/blue card, but not black/white.
Also, there's no reason to use a color indicator on this card. The mana cost accomplishes that just fine.
Shamelessly spoofing a typo in today's Magic Story. Presented with apologies to Martha Wells.
Wat, the Churned-Up Dirt 1RG
Legendary Creature -- Elemental [M]
Kicker 2RG
If Wat, the Churned-Up Dirt was kicked, create four 1/1 red and green Clod creature tokens.
Prevent all combat damage to Wat.
Thanks also to /u/nonnein, who reminded me of the perfect keyword.
EDIT> added links
Just some color pie notes.
Black can't just destroy any permanents it wants. It does creature destruction all the time, and (usually bad) land and planeswalker destruction often enough.
Definitely not artifacts or enchantments. Last artifact destruction was in Tempest in 1997. Never had any enchantment destruction.
Here's maro's helpful list on current color pie.
One of my favourite 1-drops is [[Servant of the Scale]].
Going through the lore here : https://magic.wizards.com/en/articles/archive/magic-story/guardian-2015-04-02 : We find:
- Oret is the [[Servant of the Scale]]lord, Dromoka.
- Oret killed Anafenza so he could preserve her soul, which would have otherwise been obliterated by Dromoka's dragonfire. (Lore)
- Saved Anafenza's spirit, and those of their ancestors, and planted those in a kin-tree. (GY Protection)
- Is the character in [[Scale Blessing]], for killing Anafenza. (Passing around +1/+1 counters like candy)
- He is also an explorer and a cartographer. ([[Map the Wastes]] on ETB)
Oret, Conservator of the Old Ways [3](/3)[W](/W)[G](/G)
Legendary Creature — Human Warrior (Mythic Rare)
When Oret, Conservator of the Old Ways enters the battlefield, search your library for a basic land or desert card, put it onto the battlefield tapped, then shuffle your library. Put a +1/+1 counter on Oret, Conservator of the Old Ways.
Creatures in your graveyard cannot be the target of spells or abilities controlled by your opponent.
Whenever a creature with one or more +1/+1 counters on it dies, you may move those counters to a creature with the least toughness you control.
3/4
By killing Anafenza, he preserved her legacy forever.
You have to download the fonts seperatly from the m15 border.
You can downoad them here. But you have to install them manualy to your pc. Then they are automaticaly used for m15 border cards.
I don't think the luck mechanic works well, especially on this card. This card screams spike as its very strong but the mechanic is way more for a Timmy, but Timmy won't be to into it because the effect is so small.
And that I think is the fundamental problem with the mechanic it's to small for Timmy to get excited about it and it's random so spike can't prove himself.
In lesson 15 of this article, Maro talks about this exact thing. Where he uses [[molten sentry]] as an example.
I hope I didn't sound to harass this is meant as constructive criticism.
In this episode Reuben Covington joins me to discuss the major steps it takes to bring a project from start to finish, using his sets Dreamscape and Tesla as examples and learning experiences.
remakingmagic.libsyn.com/
Guest Details: Reuben Covington, Doombringer on MTGSalvation, Reuben on Discord
https://www.tumblr.com/blog/remakingmagic
Podcast contact details:
Jake Mosby aka Piar
Email:
They considered it while making Oaths for the first time, actually.
>In our original version, we had the static ability grant all your planeswalkers a new loyalty ability, but development pointed out that this would make all planeswalkers more similar and would create repetitive gameplay. Also, they would be hard to balance, and if we wanted the ability to make many Oaths in the future, it would leave limited design space. In the end, it was decided to go a little broader with the static ability and have it help planeswalkers in different ways.
Source (Oath of the Gatewatch design article).
Design Notes:
I wanted to try my hand at designing a Planeswalker deck planeswalker, with a corresponding tutor and creature that gets a buff when a matching walker is out.
The walker:
I wanted to include Timmy/Tammy friendly abilities that lenticularly introduced reasonable stategies. Incidental lifegain is good if included with an already good effect like looting. The second ability is a callback to [[Narset Transcendent]], which focuses on noncreature spells. For the third ability, I wanted something flashy and simple with a strong impact on the game. As a bonus, its reusing tokens that already exist from Khans block.
The tutor:
Most of the tutors are sorceries, but with the walker's second ability, I wanted to avoid letting the walker retutor itself from the graveyard over and over. Looking through existing options I decided upon an enchantment that tutored, then gave a small bonus for casting noncreature spells.
The creature:
Let's have a cool looking bird of prey as a companion for Narset. A [[wind drake]] that gets a [[Thieving Magpie]] ability when a Narset is out. I don't think 3 CMC is overpowered since you need to have a Narset planeswalker out to make use of its ability.
Stealing permanents temporarily is primary in Red in the 2017 mechanical color pie.
I feel the whole "Red can't touch enchantments" idea is extreme. There's a difference between "Let's not make it easy for Red to remove enchantments" and "Let's make it impossible for a color to interact with an entire card type".
[[Blessed Reincarnation]], [[Colossal Whale]], [[Curse of Swine]], [[Hour of Eternity]], [[Reality Shift]], [[Summary Dismissal]], [[Syncopate]]
Blue gets exile when it's done in a "blue" way - such as sea creatures devouring whole, polymorphing/transforming and extreme counterspelling.
In fact, if we look here we find that Blue is Primary in "flicker" and secondary in "Banisher Priest"/"Polymorph" effects.
I'd argue "A giant flood drowns everyone" = "exile all creatures" is maybe a big a color bend, but not quite a break.
Most similar blue cards would have "Return all creatures to their owner's hands", however - though that would seem to suggest that they have some place to go.
All of them have been stated to be either modern color pie breaks by or outright mistakes by R&D. While mistakes do still sometimes slip past in the modern era, they are not considered the kind of thing where you're allowed a couple in every standard. The number to shoot for is always 0.
Also, regarding psionic specifically, 3 pre-modern cards and one timespiral callback are generally speaking not good things to use to figure out what the modern color pie is. This article is though
Going off of the mechanical color pie article from Rosewater, giving creatures -X/-0 is primarily blue and secondarily in black. Black just gets it very rarely; the most recent black card to give -X/-0 is [[Cast into Darkness]] from four years ago.
It's not "for no reason". White gets taxing counterspells and effects on occasion, and it's tertiary in countermagic.
From this particular article, Rosewater explicitly says that white has access to delaying and taxing effects. [[Lapse of Certainty]] and [[Frontline Medic]] are examples of this since Planar Chaos.
Since white gets weakened delay effects, a weakened [[Mana Leak]] is not a color pie break.
Here's an article that explains why/how multiple creatures can't fight each other. Scroll down to Polukranos, World Eater and then start reading the couple of paragraphs following.
https://magic.wizards.com/en/articles/archive/top-decks/developing-theros-2013-09-09
Design Notes:
Mix [[Seller of Songbirds]] with [[Jungleborn Pioneer]] to add another member of the "3 drop with a token club".
My goal here is that it can help longer term green decks stabilize by clogging up the ground with two creatures on turn 3, one of which trades up quite nicely. It can additionally serve as a pseudo-un-blockable 1/1 attacker, or a platform for removal for 1-way fight spells like [[Ambuscade]]
Art credit to anastasiamantihora.deviantart.com. (the whole art credit didn't fit in the card render)
While interesting, I have a couple problems with this card. First, aside from the fact that it is colorless, this does not seem to warrant being an Eldrazi tribal sorcery. Yes, Eldrazi are cool, but they have nothing to do with the specific CMC 2, nor do they have anything to do with exile (either putting things or returning things from exile). Also, on the note of returning things from exile, I highly recommend reading this article on designing magic cards, specifically, check out number 7; unlike Yu-Gi-Oh!, Magic tries very very hard to avoid interacting with exile, with only a small number of exceptions.
It was the first thing that came to mind for me. MaRo had a similar problem when designing [[Ulamog's Crusher]], where people would be so worried about losing their big thing they should have been attacking with that they would never use it to do anything cool. https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-3-2016-06-13
Hello, I'm a bot! The movie you linked is called Edge of Tomorrow, here are some Trailers
The plural of octopus is actually octopuses (see here).
Etymologically speaking, it should be octopodes, due to the Greek root of the word. The -i plural is for latin words.
https://magic.wizards.com/en/articles/archive/making-magic/and-rest-2007-10-01
Just in case you haven't read this.
That said, you'll have to either have implied rules, a keyword, or cards that are lengthy in description. While possibly not perfected, the design on the right looks far superior.
Forced attacks are strictly a red or blue thing these days - and white doesn't have unconditional creature damage.
Could be Red + White, though.
You made me curious, so I checked. According to this, the default choice would be made for the spell and resolved immediately.
You aren't wrong at all, so I have no idea why you're being voted down.
Maro himself sums up the "my group vs yours" approach in his Orzhov column's nod to Magneto as a classic example of WB:
>Magneto – Magneto is not your average villain looking to take over the world. I mean, yes he does want to take over the world, but for a cause he greatly believes in. His family is the family of mutants. (And for comic fans out there, I'm not going to even get into the post-“House of M” Magneto.) He is motivated by doing what is best for the mutant race. He cares very much about their welfare, so much so that to care for them he is more than happy to kill all the humans. Humans are not part of his little subgroup and thus get the Black end of the stick.
Replace "his family is the family of mutants" with "his family is the family of X", where X is any maligned group and "humans" are the previous oppressors.
For Boros, Maro literally cites V from V for Vendetta as an example of a WR character. So you are absolutely right WB and WR are both heavily revolutionary.
Heh, I was reading through some of the Great Designer Search 1 yesterday and one submission (Ancient Roots) is exactly the same as Strangling Spores. The judges did mostly like it, though Aaron Forsythe did mention that it might just confuse less-experienced players.
Honestly, I'm not sure. Apparently, somebody named "Russel":
https://www.deviantart.com/phantasmal-horror/art/Russell-Griselbrand-318187900
Oops, I originally posted this in r/magicTCG. Reposting it here instead.
I am resurrecting an idea I had from several years ago and was working on this during my day off. I felt pretty proud of the work I did, and I figured it could be a good tool for those designers who want to make a set but have trouble organizing everything (like I do).
The idea of the set is to be an aquatic world with a heavy Tribal focus and subtle Artifact theme to represent Discovering treasures in the deep. The world is being slowly consumed by a mysterious, evil force called The Deep that ruined the once mighty Merfolk empire. My design document is below for anyone interested in learning more. I intend to publish the cards here once I make them and am open to suggestions/feedback before my first print for play testing. https://onedrive.live.com/redir?page=view&resid=D7D80DDCDF9550CA!97242&authkey=!AHYBY66X4mvSf0E
There's too much math on Dark Lightning. Very rarely do cards use both X and Y (I could find 3) I think you would have to word it like:
"As an additional cost to cast ~ pay X life.
Multikicker-Pay 1 life.
Choose target creature for each time Comet Storm was kicked. Those creatures get -x/-x until end of turn."
Even then it's really complex.
Jack, the Immovable is a really boring card. As fun as it might seem, there's nothing interesting or fun about a card that never leaves play.
I do like Nerg though. He seems like a pretty cool 'walker. That said, I don't think you can cost him at 1 cmc. He should really by 3 cmc and come in with 2 or 3 loyalty.
Overall, I think you would benefit from reading this article. A bunch of these cards fall under the categories he talks about.
Once again inspired by the latest Magic Story. Slimefoot is fantastic and I love that everyone is just confiding in him.
https://magic.wizards.com/en/articles/archive/making-magic/pie-fights-2016-11-14
>Green wants acceptance.
>The other colors are all focused on how they'd change the world to make it better. Green is the one color that doesn't want to change the world because green is convinced that the world already got everything right. The natural order is a thing of beauty and has all the answers to life's problems. The key is learning to sit back and recognize what is right in front of you.
Killing trillions of beings just to impose your own will on the natural order is the opposite of green. No matter your motivation.
As the title says, this card is supposed to be used in an environment similar to HellsCube. However it's not particularly good for cube and it's mostly intended for commander, so you get in instead of them.
I have no idea whatsoever of how this could be useful in any way, but given the nature of the effect I preferred to cost it quite conservatively. Originally it was supposed to be an enchantment called Impatience priced at UURR or UUURRR, depending on the final wording. But then I saw there already was [[Impatience]] so I took the opportunity to switch to artifact because why not.
Two different versions because both could work, and two slightly different wordings for each because I'm not completely sure which one would be better.
Art credit: https://pixabay.com/illustrations/steam-punk-steampunk-background-3160715/
Because Poison counters should never be removed, and it shouldn't be possible to have them removed.
Source: https://magic.wizards.com/en/articles/archive/feature/something-wicked-way-comes-part-1-2010-09-06 , subheading Once Upon a Time, paras 12 & 13.
Sure. How about a list of all red, nonblack cards that cause discard? There's only two that aren't simultaneously wheely effects, and they are a Mirage era colour hoser (a cycle not known to obey the colour pie much) and a punisher card from Torment. You can count Skullscorch, if you want to say that by the same logic red gets "Destroy all creatures", draw, and mill, because all of those are also punisher cards from Torment.
Or how about the Colour pie bible of 2017 where Maro writes the following:
>Discard
>Primary: black
>This is one of only a handful of major abilities to be contained to just one color. The closest a second color comes is blue, which occasionally gets targeted card filtering that can be used on the opponent.
Something to be careful of when designing aftermath cards is that the sum is significantly stronger than the parts. What I mean by that is that Highway is fairly costed as an [[Act of Treason]] variant and Danger Zone is (debatably) fairly costed as [[Innocent Blood]] but combining them together makes a card that's both cheaper and stronger than [[Slave of Bolas]] which is already backbreakingly strong in limited. All aftermath cards have a hidden little bit of text that says three of the most powerful cards in Magic: "Draw a card." And not only do they draw a card, but that card is guaranteed to be a spell, which usually has the bonus of working pretty well with the front half as well. All of which means that one or both of the halves needs to have its cost significantly increased. (Usually the second half, so that the base card is still playable on its own to incentivize players to use the card, and also to make it more difficult to abuse graveyard shenanigans.)
Here's a classic article that explains much the same about cards with flashback, and is better written than my comments on top.
So I misread the first ability and thought that you had to search for the same things that you discarded. Either way, you should try reading the Design 101 article, which highlights some of the pitfalls of designing cards. I think yours struggles with having a bunch of abilities (or at least a bunch of ability text) with limited synergy. Unless you don't care to design cards like WotC does, which is totally fine, but it's probably still worth a read.
Deem Worthy is very sincere.
The person has been Deemed Worthy enough to go through the Gates of Afterlife where they join the God-Pharaoh.
From : https://magic.wizards.com/en/articles/archive/magic-story/judgment-2017-05-17
> "Will you claim your place among the eternal, Djeru?"
> Tears rolled down Djeru's cheeks. A glorious death was all he ever wanted, all he ever desired. He nodded. He would have his place. His death would mean something.
The color indicator should be in there by default, but here is the package with the "sparker" card template (for cards that transform into planeswalkers).
I like this use of untap!! But I also thought Inspired was an awesome mechanic, which apparently was so uninspiring that it is mentioned precisely once in Maro's 2014 State of Design.
I know and I agree that regrowth effects provide selection. But discarding cards is already a much steeper costs than losing life; and cheaper discard outlets do exist, for example in red rummaging spells like [[Cathartic Reunion]]. Conversely, if this regrew two cards at the cost of 2 life without discarding anything, it would definitely be overpowered.
Also, black seems to almost always regrow creatures only, while green gets the unrestricted regrowth. But given black's synergy with the graveyard and its unconstrained tutors, I don't think we need or want the regrows to be constrained. So I'm just noting this for the official color pie, but not saying I agree with black regrowths being Raise Dead's.
https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2017-2017-06-05
I don't think the art itself is bad at all, but if you get a physical copy it was printed at the wrong resolution and looks grainy and bad
Personally, I also think the black border and white card frame looks really bad with aven trooper's art too, ymmv
Artificer's Pride [R](/R)[R](/R)
Enchantment
Artifacts you cast and spell players cast that target artifacts you control cost [2](/2) less to cast.
Whenever an artifact you control is destroyed, ~ deals 2 damage to you.
"So I know you guys didn't like the last one, but I've been working really hard and I'm sure that this one is it!"
Couldn't find the right piece of artwork, but I was imagining something like this. I can't tell how strong this is. With the right mana base, you could cast this turn 2 and Verdurous Gearhulk turn 3... Seems good. Probably too good.
I would argue that fascism is white/green. Fascism is all about order and naturalness
Also tempted to argue for anarchism to be white/red, because anarchy is order after all
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Did you install the template update from September 2015 (probably since you have the M15 template, but it doesn't hurt toask)? If the fonts weren't included, you could also try installing the fonts from here
Oddly enough, Maro considers "Untaps itself" to be primarily Blue and secondarily White, presumably because all the Red ones are essentially creature versions of the archetypal Red "Whenever" enchantment we see so often. Only you get one extra damage "for free" by tapping.
...And that's pretty much the difference between this card and Blood Artist, yeah. You get a free ping and potential untap shenanigans in exchange for not benefiting off mass-removal.
I did a cursory search, and I think maybe you're talking about the Ascendancies?
"The original versions of the Ascendancies were much more flavorful, but incredibly complex, enchantments that worked somewhat like Planeswalkers. You could attack them to try and take counters off them, and battle for control of each of the five "empires" in Tarkir. Erik Lauer decided that (1) with all the other complexity going on in the set, these cards didn't add enough, but (2) there just hadn't been many wedge-colored enchantments, so we moved the cards into the "independently cool and powerful space.""
https://magic.wizards.com/en/articles/archive/ld/m-files-khans-tarkir-part-2-2014-09-26
This is a really neat concept, but I worry about the 0/0 token. Living Weapons had a rather harsh limitation (see the recent Storm Scale article that discussed it), namely that they only worked on equipment that granted toughness, and usually needed to give power as well.
In Standard right now, this works with Blackblade Reforged, Dowsing Dagger, Honed Khopesh, Inventor's Goggles, Pirate's Cutlass, Short Sword, and Strider Harness (7 cards). It fails on the other 10 equipments, many of which give power but no toughness.
Even though using a 1/1 token breaks the flavour you're going for, I think this shouldn't be a 0/0 token, since currently the Birthing Vats don't work with over half the equipment in Standard!
That would certainly make the card easier for less-experienced players, but, in the words of Mark Rosewater "Spike is looking for challenges that are about optimization" (source, Challenge 4, Design 8), and this fits the bill for that quite nicely. It's also a rare, so it's generally okay for it to be a bit more thought-provoking. Besides, even if people use it "wrong," it's still a decent card.
>Magic 2015 Core Set introduces a templating change to cards that set a creature's power and toughness to a specific value.
>Turn to Frog (old wording)
>Instant >Target creature loses all abilities and becomes a 1/1 blue Frog until end of turn.
>Turn to Frog
>Instant >Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
>The term "base power and toughness" makes it clearer that other continuous effects that modify power and toughness, such as the ones created by Titanic Growth or a +1/+1 counter, apply after the creature's power and toughness are changed. Several older cards have received an updated wording in Oracle to reflect this update. This is not a functional change.
Emphasis mine.
Source
You can check the creature's base toughness, sure, but that's the same thing as checking its toughness.
Edit: Nice quad post, Sync for Reddit...
This is my take on one of the cards from the Great Designer Search Challenge #2. I designed all 25 cards before reading what the actual contestants designed themselves, and I can post more later if there is any interest.
Please note that a card with both fist strike and last strike do not cancel each other out, but rather it has both damages^(1). This fact also makes Pronged Strike really unintuitive. That said, I do like the way that Righteous Monk woks, if not the wording.
1: UNSTABLE FAQAWASLFAQPAFTIDAWABIAJTBT
>"What happens if I give a creature first strike or double strike to a creature with last strike?
>If you give first strike to a creature with last strike, it'll deal combat damage twice: once during first-strike combat damage and again during last-strike combat damage. If you give a creature double strike to a creature with last strike, it'll deal combat damage three times: once during first-strike combat damage, again during normal combat damage, and again during last-strike damage. Essentially, double strike + last strike = triple strike."
You've found someone who used it, not the creator of the piece, as our rules require, sorry. If you put the image into tineye, you can find that the oldest presence of it online is in 2014 on Shutterstock. If you go the shutterstock image details page: https://www.shutterstock.com/image-photo/senior-businessman-falling-near-caution-sign-199446704?irgwc=1&utm_medium=Affiliate&utm_campaign=TinEye&utm_source=77643&utm_term= You can see the photographer is Gino Santa Maria. THAT'S whom you need to credit. Feel free to repost with correct credit. :) And keep tineye in your pocket for the next credit you need to find ;)
Designed based on Kix Verax, Scion of Yawgmoth.
Intended as a cheap ({3}, 4 life cost) "colorless" walker. I've been trying to get better at my Planeswalker designs so I'd appreciate any constructive criticism.
Well only two of these actually have the mechanic, the other two are just themed around it. If you want, I can make a rare and a mythic that have the ability specifically.
I agree, my designs in general often are very wordy. Thankfully, I grew up being a grammar nazi (still am to some extent); so at least my wordiness is often somewhat clear.
Another thing, would you be willing to watch this show? An English dub is still airing, but the show's original dialogue has been completely subtitled into English. Both versions are available on Crunchyroll, and more details on the show's premise can be found there and here.
red is secondary in bounce. at three mana, it's a possible 1 for 1. it makes your opponent play inefficiently or they lose their card. tho maybe there should just be a no time limit.
Just a few suggestions...
Rather than "If you do..., If you don't..." I would use "If you do..., Otherwise..." To save confusion. For example:
> Whenever this creature deals combat damage to a player, you may discard a card. If you do, draw two cards. If you don't, defending player [mills].
My first time reading through that, I read it as:
> Whenever this creature deals combat damage to a player, you may discard a card. If you do [discard a card], draw two cards. If you don't [draw two cards], defending player [mills].
Second, rather than use "defending player", I would just use "that player" (referring to the player to which the combat damage was dealt). I'm not sure if it's technically true, but the nitpicky side of me says that after the combat damage is dealt, the player isn't defending anymore; "defending" player refers to when "this creature attacks".
As for a suggestion for the red ability, since you don't want him killing enchantments:
> Whenever this creature deals combat damage to a player, you may have it deal 2 damage to target creature or player. If you don't, add [R](/R)[R](/R) ~~to your mana pool~~ at the beginning of your next main phase.
This can help with inspiration for specific colors/combinations.
Edit: Oh, the green one needs to reveal the land card. You also don't really have to say "target land you control". Usually you won't untap an opponent's land anyway, but having that option doesn't hurt. Saves space.
White gets flash to make certain creatures work properly. They don't get to tack flash to creatures willy nilly like green or blue does.
Flash is Tertiary in white. The same place trample, counterspells, and card draw are.
https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2017-2017-06-05
Blogatog disagrees.
I mean, if I were to go by recent development patterns, I would think that it would be, but according to MaRo, it's not. Your examples make sense, but the evidence points towards those being color breaks.
I should also mention that the ability is completely unmentioned in the mechanical color pie article, which feels weird.
I agree that you can keep the reveal part as is, since copying cards in hands and casting them is actually supported ([[Reversal of Fortune ]]), but having cards in hand (and on the stack) be copies of something else is unprecedented, and would most likely need considerable effort to support ruleswise.
This mechanic is not dissimilar to Retrace, and looking at Maro's mechanics article for Eventide, I found that for most of it's design, it let you play lands as copies of the Retrace card, but it was changed in templating.
"The last big change to [Retrace] didn't happen until templating. For reasons I won't go into, mostly because I don't begin to understand them (I've avoided templating for thirteen years, so no reason to stop now), it was easier to allow the spell with retrace to be played out of your graveyard by discarding a land as part of its cost than it was to turn the land into a copy of it."
I agree with the thinking of whatever rules manager made that decision, and therefore I think a synthesis of both suggestions would be best:
2, T: Reveal an instant or sorcery card from your hand.
Discard a land card: Copy the last card revealed by ~. You may cast the copy.
over at r/magicTCG a redditor u/ChokesJokes fed a bunch of regular magic card names to an language based AI called gpt-2.
one of the names on his resulting list caught my eye. this is a card that i made from that list.
---
notes:
when i was building this, i was thinking of - very specifically [[teferi's puzzle box]] - i love the idea of that card, but what it makes you do is so clunky. i wanted to streamline that process just a little bit.
the other thing i wanted to do was capture the idea of "drafting while the game is actually happening."
so the idea is: you select a card, then your opponent does, and so it goes until all the cards are doled out. after that, you and your opponent can cast the cards they "drafted" - obeying the timing rules for those cards.
the art isn't a cube, but i couldn't find any just-lying-around art that appealed to me, so i went with a treasure chest instead. that specific piece of art comes from pixabay and is made by an artist known as vinzenz lorenz m - you can see the specific work of art here:
https://pixabay.com/photos/treasure-chest-gold-coins-6269396/
thank you for looking at the card, and thank you to the original redditor for his fun post.
There wasn't an artist listed on the site, but the art was found here including the statement that it didn't need attribution. Please let me know if this is wrong or if there's a way to cite the artist!
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Oh, I just went by the Mechanical Color Pie, which puts artifact destruction primary in green and red and secondary in white. I know that it happens, but I wouldn't immediately identify 'destroy all artifacts' with white.
My problem with this is that some of the rules surrounding it require an amount of tracking that feels as though it will make the game unfun. Specifically, 721.2, 721.3 and 721.5 feel unnecessary and honestly a tad overkill.
721.2 and 721.3 feels unnecessary in that there is little reason to have a deck building restriction when 721.4 is already discouraging you from playing with too many copies of unique permanents by making them bad in multiples by exiling copies you may have.
721.5 also feels unnecessary. IMO unless there's a balance problem with casting more than two unique spells per game, you should kill the restriction because it creates unintuitive interactions (If I disentomb my unique creature, why can't I cast this again? Who knows.) This problem is doubly true, because the rule isn't written on Unique cards. Granted, the legendary rule isn't written down, but it makes more logical sense* - (Can't control two unique individuals with the exact same name? Got it.)
And if example is required, allow me to point to the legendary rule. The legendary rule conveys a similar idea (a unique X that there is only one-of). And yet, it conveys that idea with only one pivotal rule that changes deckbuilding but not in a way that feels forced - a prohibition from having two of the same card on the battlefield at once.
In summary, the real point I am trying to get at is this - less is more. I would trim down on some of the less intuitive rules baggage (721.2, 721.3, 721.5) and just keep 721.4 on its own - in playtests, I wager it'll probably do more than enough to keep people from stacking their decks with unique permanents.
*= The importance of having evocative/intuitive rules cannot be overstated. An example of this is with the mechanic Flying - by having a keyword that makes logical sense, it is much easier to learn and wrap one's head around. (Source: https://magic.wizards.com/en/articles/archive/making-magic/and-away-2003-11-17)
Yeah, basically just like the Future Sight frames had this symbol. [[Nix]] and [[Patrician's Scorn]], for example.
Basically, anything a computer does is done algorithmically, so "random" numbers are actually just algorithmically generated from some number present in the computer; commonly, it includes the time (in microseconds) in addition to other components to create a "seed" from which the computer calculates a result in the desired range. From a casual perspective, it is random enough. For serious use, like in banking or government applications, computers generally shouldn't be trusted to create random numbers unless they use external values as the "seed" of randomization. I believe that random.org, for example, uses atmospheric noise as the seed for its randomness.
Note: Although I am a programmer, I haven't done much serious work with random numbers, so this is just "lay-coders" knowledge and may not be 100% accurate, but I'm pretty sure it's something like this.
Assuming DnT is the deck in question, the only reason Karakas isn't a 4-of is the legendary rider. That deck doesn't run fetches, so unfetchable isn't a downside there.
Not having a basic land type also isn't enough of a downside for not being strictly better. "The ramification of the “strictly better” rule is that we cannot design lands that tap for a colored mana without having some kind of drawback. The nonbasic land status, incidentally, is not considered by R&D to be enough of a drawback."^1 By this quote, we can safely say that this card is strictly better than Plains.
1: https://magic.wizards.com/en/articles/archive/making-magic/land-my-land-2003-03-31
I love "Second Library" mechanics. The graveyard becomes one in some sets, via milling, graveyard active cards like flashback, and graveyard matters effects like reanimation.
also, the recently spoiled Contraptions get a second library of that card type with their own second graveyard. In Dominion, a deckbuilding game, the Black Market card lets you draw from a deck with singletons of cards that aren't in the current game.
http://wiki.dominionstrategy.com/index.php/Black_Market
https://magic.wizards.com/en/articles/archive/making-magic/un-ending-saga-part-2-2017-11-13
I like the sideboard as a variation on second libraries. Like the graveyard, it already exists for other reasons, but unlike it, its face down for your opponent, which preserves more information..
How are you costing it? It's interesting that while sideboards don't have lands, or just have a few like a basic or some utility land, they have many bad draws in narrow hate cards. So, it feels like the expected value of a random sideboard is lower than a random card in your main deck. in normal sideboards that is, you might craft your side board to make this card better; just as burning wish can find a win conditions like tendrils.
Don't worry, Magic is complicated and asking questions is the best way to learn. This is an aftermath card, so how it works is players can cast the top half "Agree" from their hand, and the bottom half "Disagree" from their graveyard after which the card will be exiled. They're both separate spells which have separate effects. Wizards also has an article explaining the mechanic (and the other mechanics from Amonkhet) better, including youtube videos.
So, how this card is supposed to work is a player casts Agree, letting both players find a card. Then, later, a player casts Disagree to counter a spell, perhaps the very same spell the opponent found with Agree.