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1  Vintage Community Discussion / Card Creation Forum / Re: Altered Entrance on: August 29, 2005, 09:23:31 pm
 Sad Whoops, very sorry I didn't check the list. Close this thread please.
2  Vintage Community Discussion / Card Creation Forum / Altered Entrance on: August 29, 2005, 09:05:01 pm
Was sitting around reading the ravnica spoiler and looking at all the comes into play tap effects thinking you know I wonder why there hasn't ever been anything that gets around that. So At first I was thinking something along the lines of an enchantment, but I couldn't really decide what color it would fall under so I decided to up the cost from what I was thinking from 1CC (C being a color) to 4 and making it an artifact. What do you think?

Altered Entrance
4
Artifact
Whenever a permanent would come into play tapped, it comes into play untapped instead.
3  Vintage Community Discussion / Casual Forum / Format: One pack draft. on: November 09, 2004, 12:51:24 am
I was looking around for some fun casual formats the other day when I came up with this online somewhere. You play by taking one booster pack of any set, and adding 2 of each basic land to it then play as normal magic would, but you do not lose due to decking. The fun part of this was picking the best set for it. Tempest seemed to do pretty well because shadow creatures are crazy good, because removal is at a minimal, and unless both people take it, you almost can't block any of their guys. Or perhaps when I played against it my opponent just got lucky enough to see 3 or 4 shadow guys. Anyway, I enjoyed the format, it takes very little time and you can do it on apprentice, so play around if you like.
4  Vintage Community Discussion / Card Creation Forum / Platinum Mirror on: November 06, 2004, 12:22:08 pm
Quote
If an opponent would win the game, instead you win the game.
If an opponent would lose the game, instead you lose the game.

Basically yes. But I think the "not due to platinum mirror" has to be there, otherwise if someone would win then the other person would win instead. And then that person would win, so it would have to switch again.

Quote
Wait a minute, can't I just concede and cause you to lose when this is out?!

Im not positive but I do not believe so. I think concession will not affect anything in play. Otherwise you would not be able to scoop if you had Platinum Angel out. I could be wrong in that logic though.

Quote
Finally the "not due to Platinum Mirror" thing doesn't make sense. If I cast March of Machines and attack and kill you with it, is that "due" to the mirror or not?

Literally yes, how I invisioned it functioning no. I was trying to come up with a way to stop it from going into an infanite contradiction of itself whenever someone won or lost. I can't think of the wording I would need in order to do that.

I figured needing the 6 mana plus the restricted cards would be enough to keep the rougness in check, I could however be wrong, now that I think about it a bit more. Perhaps a higher cost? Or maybe this card is just to messed up to ever see fake print. I will try to brainstorm ways to make it less broken, other than just upping the cost. Although I don't know that there are any.
5  Vintage Community Discussion / Card Creation Forum / Platinum Mirror on: November 06, 2004, 12:48:48 am
Quote
This card basically turns any situation in which the game would end (except divine intervention) into you losing. Aren't there better cards to Donate?

You're right, the wording I ment to use was "If you would win the game, instead you lose the game. If an opponent would win the game, instead you win the game." So basically you are trying to kill yourself. Perhaps there should be a mana burn clause in it as well. But part of the thing to balance that is that you just spend 6 mana and are passing the turn so your opponent gets the change to burn first.
6  Vintage Community Discussion / Card Creation Forum / Platinum Mirror on: November 05, 2004, 05:57:50 pm
Platinum Mirror
6
Artifact
If you would win the game, instead you lose the game. If an opponent would lose the game, instead you lose the game.

I was looking at what is known about Unhinged so far online. So I was thinking about some whacky cards and I thought this was an interesting idea. Although I think with the current wording it contradicts itself and the playing area bursts into flame if someone would win or lose the game.  Im not sure how to word it to get around that problem, or if there is a way. It might be something like "If you would win the game not due to Platinum Mirror...." And "If an opponent would lose the game not due to Platinum Mirror...." Not sure though. Any ideas?

Thanks,
GoblinGame

Current Wording
Platinum Mirror
6
Artifact
If you would win the game not due to Platinum Mirror, instead you lose the game. If an opponent would win the game not due to Platinum Mirror instead you win the game. Players do not lose life from mana burn.
7  Vintage Community Discussion / Card Creation Forum / Urza'sish lands on: September 30, 2004, 02:29:50 pm
Excellent Ephraim, that is how I was wanting to do it with all 3 tapping as part of the cost but I was unsure as how to do it and I could not think of any cards with similiar wordings that I could model off. I like the names as well.
8  Vintage Community Discussion / Card Creation Forum / Hemogoblin (Creature -- Vampire Goblin) on: September 30, 2004, 12:13:18 pm
I think Malhavoc has a good idea, but I also could see it just being a vampire as it is, because vampires(although not how they are potrayed in magic) I would think are pretty weak without blood. So once you give it the blood it needs to become stronger. Atleast that is how I view it.
9  Vintage Community Discussion / Card Creation Forum / Urza'sish lands on: September 30, 2004, 12:05:21 pm
This is a set of lands that I thought of the other day that is similair to the urza's lands in that if you get all 3 out there is a bonus for you. But instead of having them simply tap for more, I thought it would be cool if you could tap all 3 of them to get one of each color mana. Im not sure on the wording exactly but here is how they are now. Oh and im horrible at thinking of creative names so they will need better ones, please comment if you have any ideas.

Urza's Factory
Land
*tap*: Add 1 to your mana pool.
*tap*: If you control an Urza's Store, and an Urza's Skyscraper tap them both, and add WUBRG to your mana pool.

Urza's Store
Land
*tap*: Add 1 to your mana pool.
*tap*: If you control an Urza's Factory, and an Urza's Skyscraper tap them both, and add WUBRG to your mana pool.

Urza's Skyscraper
Land
*tap*: Add 1 to your mana pool.
*tap*: If you control an Urza's Store, and an Urza's Factory tap them both, and add WUBRG to your mana pool.

As I said im not sure on the wording, but I think this works. Any input would be appreciated.

Current Wording
Urza's Refinery
Land
{T}: Add {1} to your mana pool.

Urza's Factory
Land
{T}: Add {1} to your mana pool.

Urza's Storehouse
Land
{T}: Add {1} to your mana pool.
{T}, Tap an untapped Urza's Refinery and an untapped Urza's Factory you control: Add {W}{U}{B}{R}{G} to your mana pool.
10  Vintage Community Discussion / Casual Forum / Another place to DLoad it? on: September 11, 2004, 01:43:38 pm
Anyone know offhand another website that has it? I have tried several times to get it from the Underdogs one listed on the first page, but Im lucky to get over 15kb transfer rate which for 76MB or whatever it is takes just under 2 hours  Sad.
11  Vintage Community Discussion / Casual Forum / Need Help Fun White and/or Green deck for beginning player on: August 11, 2004, 02:10:38 pm
I know at one point I wrote several lists for decks that were based around Well of Lost Dreams. The white black version seemed to do the best, but If I remeber correctly I had a G/W one that did fairly well. Its based around Well of Lost Dreams and words of worship. Trying to win with Test of endurance, but you could tweak it and play Exalted angels or any other creatre and play armadillo cloak and or spirit link. I believe my version also ran isochron sceptre's for use with Hero's Reunion, Nourish, And life burst Perhaps if you built something similair to this and ran Mirari's wake and a few creatures it would be cool for her, and would have a decent chance at winning games. I will try to dig up my list for you, and see what I can do to add stuff to it to not make it so boring because if I recall I ran no threats and test of endurance was my only way to win.

Edit: Ok I found the list and modified it a bit, and made it 75 cards...
Mana base:
        14 Plains
        17 Forest
        3 Mirari's Wake(Helps a ton mid to late game.)
        4 Birds of Paradise
        4 Skyshroud Elf
Critters:
        4 Charging Troll
        4 Horned Cheetah*
Life gain:
        4 Heroes' Reunion
        4 Life Burst
        4 Armadillo Cloak(Drop this on a bird or an elf and it is still good.)
        1 Spirit Link(Could probably be cut for something better.)
        4 Words of Worship(Half of your main combo.)
Brokenness:
        4 Well of Lost Dreams
Make people not want to kill you in multiplayer:
        4 Howling Mine


My first attempt at making the deck in the 75 card non boring format had more creatures in it, I think fleetfoot panthar is what I was playing, but gating 4 mana dudes is a pain to deal with =/. Although that was before I decided to put the elves in so you might test out the panthar. There is another creature that does the same thing as horned cheetah so you could essentially play 8 if you wanted to. The howling mines serve multiple purposes, firstly they make people want to keep you in the game, and if you start building up mines and have a words of worship out, your life can skyrocket pretty fast. I know this list could be rather expensive if you don't own the cards for it already, but for a budget version that would be almost the same you can trade Llanowar elves for the birds. And vernal bloom can go in for Mirari's Wake other than that the deck is pretty cheap. I did not have time to do a lot of testing with it, so the mana base may need to be tweaked a bit, but from what I got out of testing it seems to work. I'll play around with it later, and post any changes I think should be made.
12  Vintage Community Discussion / Card Creation Forum / Red enchantment on: July 28, 2004, 12:26:59 am
24hour clock starts now.
13  Vintage Community Discussion / Card Creation Forum / Tranquil Evil (ganked SpiritDeed's card name) on: July 26, 2004, 11:51:25 pm
I think you should add green to the casting cost as well, 2GB or 1GB and make it a 2/1 or 1/2, if you make it 1GB because 3 for a 2/2 that has the potention to grow that fast is a big to good IMO. Just seems like to much of a green ability to have just the activation have green in it.
14  Vintage Community Discussion / Card Creation Forum / Red enchantment on: July 26, 2004, 03:04:13 pm
Cost changed to 2RR.
15  Vintage Community Discussion / Card Creation Forum / Red enchantment on: July 26, 2004, 12:27:02 pm
Could have it deal 10 damage to both players to even it out, or perhaps have some way to destroy it, perhaps you could sac a land or 2 to destroy it?
16  Vintage Community Discussion / Card Creation Forum / Red enchantment on: July 26, 2004, 11:11:04 am
Having it deal damage every upkeep equal to the number of fade counters does not seem very much like a bomb...It doesn't "mini" explode a bunch of times it goes BOOM once and its big. Although Matt the adding fuse counters is something I thought about but steered away from it because it just seemed to much like goblin bomb. Although this is my first crack at making a card, so it could just be that it is a not so good idea. Which I am totally ok with because im bounb to make mistakes at something im just starting.
17  Vintage Community Discussion / Card Creation Forum / Knockoff on: July 24, 2004, 05:41:45 pm
I don't see the red in this card. I think it would be better suited as mono blue. And maybe up the cost to 1UU to make up for it.
18  Vintage Community Discussion / Casual Forum / Type 1 Challenge on: July 24, 2004, 10:06:10 am
Well there are many combo's out there to take infa turns with, but this is the one that I could think of that required the most cards so here we go. You start it off by donating a chronatog to your opponent. You need in play Mindslaver, 2 untaped artifacts, krak-clan-ironworks, and Bringer of white dawn.This allows you to take infinite turns but after ever 2 you have to slaver them and pump the tog. I guess you could donate a time vault instead of tog and just make them lose all of their turns too. But this way seemed so much cooler at the time. Oh and if you're looking for a semi-competitive deck that can take infinate turns, search around fro Turbo land. Although its not even really semi- competitve now that it can't abuse 4 gush  Sad.
19  Vintage Community Discussion / Card Creation Forum / Red enchantment on: July 22, 2004, 11:18:52 am
Now that you mention it, that seems a lot better. Thank you for the advice.  I looked up ocifers threads and the one about training seemed the most useful to my situation, but I didn't want it to trigger just when the last counter was removed. I also thought about "When ~this~ leaves play if there are 0 fading counters on it..." But your oponent has a turn where it is at 0 counters so if they were to destroy it on that turn they would still take the damage. Any other suggestions, or you do think this will be good? Oh and does anyone have some better flavor text? As red does not seem like a very patient color and it would be akward for that to be on a red card.
20  Vintage Community Discussion / Card Creation Forum / Red enchantment on: July 22, 2004, 12:41:05 am
Long Fuse?(sorry for lack of a better name, im new to this.)
RRR
Enchantment
Fading 3
When ~this~ leaes play deal 10 damage to target creature or player.
Patience is key

Ive always liked the premise behind goblin bomb, but flipping has never been my style, so here is my version of it. I started out with the cost at 1RR but because it is 10 damage I wanted no possibility of splashing white or green for enchantment destruct. Perhaps the damage should be lowered to 8 just incase of disk but I think 10 is not to bad for 4 turns and RRR. I don't know if this is needed for the set that is being put together or not, just looking for some feedback on it. what do you guys think?

Current wording:
Delayed Detonation
Enchantment
2RR
Fading 3
When ~this~ leaves play, if you sacrificed it because you could not remove a fading counter, deal 10 damage to target creature or player.
If the fuse weren't so long, you'd never find somebody willing to light it.
21  Vintage Community Discussion / Casual Forum / mulch mulch mulch ... on: June 05, 2004, 11:43:57 am
Here is my version of the deck.
Land:
        5 Island
        12 Forest
        4 Tropical Island

Engine:
        2 Day of the Dragons
        3 Read the Runes
        4 Fecundity
        3 Lightning Coils

Walls:  
       3 Fog Bank
        4 Vine Trellis
        4 Wall of Roots
        4 Wall of Blossoms
        4 Wall of Mulch
        4 Wall of Wood
        2 Glacial Wall

Random:
       2 Exploration

Looking at it now, a few of your wall choices are much better than mine. But did not take the tieme ot search for walls I just threw the ones in that I could remember. The 2 Explorations were just what they are listed under, random. I could not think of anything that I acctually needed in the deck and the mana was a bit shakey the first few turns, so I figured Id toss em in and they seem to help the games I get them, but other than that they are just there to take up space. I will have to revisit this old deck of mine and add some of the better wall choice that you have and play around with it. But I know adding blue was the best thing I ever did for the deck.
22  Vintage Community Discussion / Casual Forum / mulch mulch mulch ... on: June 04, 2004, 06:36:34 pm
Interesting, I too had a deck around the same basic idea. Although I splashed blue for Read The Runes  Twisted Evil , and Day of the Dragon, which was half of my kill conditition. You might also look into Lightning Coils which were the other half of my kill. Although that was another side combo that I thre in to the deck the idea was get a bunch of counters on the coil and then swing with your dudes and turn them all into dragons before they die. that was just something I was toying around with though. I will post my decklist after work tonight.
23  Eternal Formats / Creative / [TMD OPEN 3] WATERBURY,CT for 5 POWER!!! 4-24-04 on: April 06, 2004, 04:15:02 pm
Alright whose gonna win 33rd for me? Twisted Evil
24  Eternal Formats / Creative / The return of... BBS on: April 06, 2004, 04:05:23 pm
With mono blue why do you run mana leak instead of counterspell? Is just to have incase you see it and a mox opening hand? Personally Im not a hudge fan of mana leak so Id run plain ole counterspells in those slots. And on the SB what do you bring the extra morphlings in against? And the scepters SB what do those come in against, I am back from a bit of a break so still getting used to the current metta but if your matchup against aggro is not as well as you'd like you could try droping a Fling and a scepter or 2 for propaganda's perhaps on the SB.
25  Vintage Community Discussion / Casual Forum / Help Improve my Control Deck with T1 cards! on: April 05, 2004, 03:51:02 pm
A few things I noticed in the second list you posted.
Quote
3x The Rack

Im not sure how you like playing the deck but it seems to me your main goal is to get orims chant on a scepter then look for morphling and win with him. If this is the case why would you want to play the rack? If you are chanting them every turn they will never play cards so their hand will stay pretty full in theory, so perhaps Black Vice would be better in these slots if restrictions are not an issue id replace all 3 racks for vices... And because you are running 4 cunning wish I think moving one of the Orims chants out to the sideboard would be a good idea as well, so that you can get a chant with atleast 11 cards in the maindeck, 4 mystical tutors, 4 wishes, and the 3 chants themselves. Also it seems to me that your deck is based around the scepter itself, so I think because you do not have to worry about restrictions playing 4 enlightened tutors would help out quite a bit as well. If you moved the 4th chant to the SB you could replace its slot with an Enlightened, then Id take out 1 black vice (if you replace racks with them) and 1 morphling for the 3rd and 4th tutors, because once you get chant on a scepter you have theoretically as much time as you need to find a kill condition so playing 4 should be more than enough.
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