TheManaDrain.com
February 07, 2026, 09:07:51 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Calendar Login Register  
  Show Posts
Pages: [1] 2
1  Vintage Community Discussion / Card Creation Forum / Green ought to have... on: July 21, 2010, 10:55:53 pm
Green ought to have a 1G creature that sacrifices itself to allow its controller to search his library for a basic forest and put in into play untapped.  Kind of like Sakura-Tribe Elder, but just basic forests instead of any basic land, and put into play untapped instead of tapped.

Green ought to have a 2G Wood Elves-like creature that has an evoke cost of 1G.
2  Vintage Community Discussion / Card Creation Forum / Ohran Venom on: August 08, 2007, 10:12:41 pm
ORIGINAL TEXT:

Ohran Venom
{2}
Artifact
Give yourself 3 poison counters: draw a card.

***

Thought it might be fun to tempt people with this.  You can get up to 3 cards for only 2 mana, but you'll put yourself in a precarious position if your opponent is prepared...
3  Vintage Community Discussion / Card Creation Forum / Repeat on: August 06, 2007, 08:38:41 pm
ORIGINAL TEXT:

Repeat
{U}
Instant
Copy target activated or triggered ability. You may choose new targets for the copy.

***

Comments:

Like Twincast, but for activated and triggered abilities instead of spells.

Only costs {U} because the spell that counters activated and triggered abilities (namely, Stifle) only costs {U} (preserving the same copy/counter cost equivalence that exists between Twincast and Counterspell).
4  Vintage Community Discussion / Card Creation Forum / Re: Cultivate on: August 02, 2007, 06:37:15 pm
If I'm not mistaken, lands played after tide don't produce the additional blue... Then again, I'm not positive.

I've never heard that.  I would be quite surprised if that were actually so.  Especially in light of this ruling on High Tide, which is viewable through Gatherer:

Quote from: Gatherer
10/4/2004 It affects lands you control when it resolves and any lands you gain control of this turn.

I assume that lands that a card like Cultivate (or Harrow) puts into play after you play High Tide are included within the definition of "lands that you gain control of this turn."
5  Vintage Community Discussion / Card Creation Forum / Cultivate on: August 02, 2007, 12:54:11 pm
ORIGINAL TEXT:

Cultivate
{2} {G}
Instant
Search your library for up to two basic land cards and put them into play.  If you do, then sacrifice a land and shuffle your library.

***

Comments:

I like Harrow.  It's a strong card for green.  I especially love that it's an instant that puts land into play untapped.  There aren't enough of those, in my opinion.

Harrow's big drawback (the one that keeps it from being played, I think) is that you must sacrifice a land as a part of the casting cost.  The fear that Harrow might be countered, causing the loss of a player's land without any benefit to the player, might keep many a player from playing Harrow.

I propose to fix that drawback with this card. 

This is the kind of card that I might try in a High Tide deck with a green splash.

I scanned the master list, and Horticulture was the closest thing that I could find.  It is quite a bit different.  I have duplicated the text below for comparison:

Horticulture
{1} {G}
Instant
As an additional cost to play Horticulture, sacrifice a nonbasic land.
Search your library for two basic land cards and put them into play tapped. Then shuffle your library.
6  Vintage Community Discussion / Card Creation Forum / Re: Pheromite Sliver on: August 02, 2007, 12:36:33 pm
I sort of have a beef with this card, and I'll tell you why, but it's a little picayune.
IIRC there was a post on MtG.com in regard to Ward Sliver, and it had to do with the lopsided effect it had on a Sliver vs. Sliver matchup.  The premise of Slivers is that each one directly augments the hive, no matter which side of the board it's on.  Ward Sliver had the potential to violate that essential flavor, because you could give your team protection from a large part of their team, while their team only had protection from itself.  This could severely damage certain strategies; Magma Sliver comes to mind as a prime example.  It's a hoser you can play in the mirror, and that's a flavor flaw.
'Sliver Recruiter' has that same flaw, but in a different way.  It's a great card, but right now it fundamentally just isn't a Sliver.  It doesn't depend on, nor does it bolster other Slivers in play. 

I think that I can fix that.  I can let all of the players "recruit" slivers when Pheromite Sliver comes into play:

Pheromite Sliver
{5}
Artifact Creature – Sliver
0/0
Sunburst
When Pheromite Sliver comes into play, each player reveals a card from the top of his library for each color of mana used to pay Pheromite Sliver's cost.  Each player puts all Sliver cards revealed from his library this way into his hand and the rest on the bottom of his library.
7  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 25, 2007, 06:50:33 pm
All the alternate win conditions and just about everything trigger at beginning of upkeep.  I don't think you should change it.

In fact, I don't think it works to trigger on the end of upkeep.  The only thing that is similar is at End of Turn triggers, and those trigger at the beginning of the end of turn step.

I want it to work with Reins of Power and other cards that gain control of your opponent's permanents only until the end of turn.

I'll change it to trigger at the end of the turn instead.  It doesn't matter to me that the other alternative win conditions trigger at the beginning of the upkeep.  I have no pressing need to be ultra-consistent with those cards. 

Plus, making it trigger at the end of the turn will make it more powerful (can win on the same turn that you play it), which is good, since jro thinks that it is underpowered and "win more."
8  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 24, 2007, 06:15:45 pm
I think this card is fine, other than its wording. Should trigger at the beginning of the upkeep, not the end.

I changed it to trigger at the end of the upkeep so that it would work better with Reins of Power.
9  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 21, 2007, 07:09:27 pm
I'll think about that.

Verbal warning for violation of Rule 4, Lack of Content (spam).  -DA
10  Vintage Community Discussion / Card Creation Forum / Re: Pheromite Sliver on: July 21, 2007, 07:02:02 pm
You could maybe switch it to Sunburst, copying Etched Oracle a little.

Yeah, I think that I like that.
11  Vintage Community Discussion / Card Creation Forum / Re: Age of Reason on: July 20, 2007, 08:34:37 pm
World Enchantments are probably not the way Wizards wants to go with things anyway. 

Ah.  OK.  Maybe we should remove the existing World Enchantments from the Master List, then...
12  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 20, 2007, 08:03:33 pm
My only concern is how many "Win the game" effects do we want to print?

Just this last one, and then we can stop.  Smile

Seriously, though, some of the other (I dare say most) existing "win the game" cards are kind of gay (no offense to the homosexuals out there) and pretty much unplayable.  Test of Endurance is OK.  Chance Encounter is a joke.  Epic Struggle truly is "win more."  I've never even seen someone try to win with Mortal Combat (maybe some dredge deck could do it).  As for Battle of Wits, I don't think that someone can really make a good deck with that many cards in it.

When they printed "The Cheese Stands Alone" as "Barren Glory," I was intrigued.  I like alternative win conditions.  They shake things up and allow players to be more creative.  Sometimes, either getting your opponent to 0 life or decking him becomes rather mundane.
13  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 20, 2007, 07:52:04 pm
How would you wind up controlling such permanents?

1) By taking control of them with Control Magic type spells.  If you've taken control of 10 or more of your opponent's permanents, you've probably won the game anyway.  If you built the "steal your stuff" deck, you'd wind up cutting this card.

. . .

So I guess what I'm saying is I don't think this effect is really printable, because it just doesn't matter.  The spell might as well cost 0 and have split second; it's the embodiment of "win more".  I could see printing it so players could learn about "win more", but it seems like there's plenty of that naturally such that you don't need special cards to prompt it.

But imagine this:

You have Complete Infiltration in play.  On your opponent's turn, he plays four spells and Empty the Warrens, putting 10 1/1 goblin creature tokens into play.  He ends his turn, expecting to wallop you on his next turn.  At the beginning of your upkeep,  you play Reins of Power, taking control of all 10 of your opponent's goblin tokens.  You win.

Or imagine this:

You play Complete Infiltration.  Then you play Shared Fate.  You draw and play lands and other permanents from your opponent's library until you have 10 of your opponent's permanents in play.  You win.

There are more ways to gain control of large numbers of your opponent's permanents than you imagine, I think--and in some of these ways, you would not necessarily have won the game anyway.

Also, as some posters have recognized, there are some cards that merely exchange control of your permanents with those of your opponent.  These cards are usually cheaper than the outright "gain control of your opponent's permanent" cards.  I could possibly see a deck with these "exchange" cards that could make good use of Complete Infiltration.

Hm.  Maybe I'll make such a deck and play it as though Complete Infiltration cost 0 and had split second, as you suggest.  I'll see how it does.  If it does well, you won't object to leaving it with 0 cost and split second, will you?
14  Vintage Community Discussion / Card Creation Forum / Re: Pheromite Sliver on: July 20, 2007, 07:44:34 pm
I like it! I've always been a fan of Goblin Ringleader, Brass Herald...

FYI, Enlistment Officer, Grave Defiler, Kavu Howler, and Tidal Courier are not 2/2, they are 2/3, 2/1, 4/5, and 1/2 respectively.

Hm.  I was unaware.

Well, in that case, I could make the card even more interesting by making it a 0/0 that comes into play with a +1/+1 counter on it for every color of mana used to pay its cost.  That might be too much for one card, though.
15  Vintage Community Discussion / Card Creation Forum / Re: [Cycle] The Four Horsemen of the Apocalypse on: July 19, 2007, 01:49:03 pm
This could make a real cool megacycle in one of them new 4-set blocks. Your versions don't knock me over though, and that's something that a Four Horsemen cycle definitely should do. I'd seriously encourage you to take these back to the beginning and find out what you want to do, what fits in flavour, and any place those two cross, see where it goes.

Well, I'm open to suggestions.

Whatever we do with these, I want to make sure of one thing: That players will WANT to play with all four in the same deck.  That means that, whatever these end up being, they probably shouldn't conflict with each other when they are all in play together.
16  Vintage Community Discussion / Card Creation Forum / Re: Pheromite Sliver on: July 19, 2007, 01:41:59 pm
Just make it a 5 mana 2/2; I think that makes it dramatically more simplistic.  Yeah, it breaks the cycle, but the mana cost breaks the cycle anyway.

Really interesting idea.

Fair enough.  At {5}, it's still much better than Venser's Sliver!
17  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 19, 2007, 01:40:43 pm
Would "if you own 10 or more permanents you don't control" be more interesting? That's what I first thought when I saw "infiltration".

That would be much easier to achieve.  Too easy, IMHO.  Also, Blue is more about gaining control of others' permanents than giving control of its permanents to others (I know, Donate, but still).

Maybe we should come up with a better word than "infiltration."  Maybe "defection"?  Like "Massive Defection"?
18  Vintage Community Discussion / Card Creation Forum / Pheromite Sliver on: July 18, 2007, 09:36:43 pm
REVISED TEXT:

Pheromite Sliver
{5}
Artifact Creature – Sliver
0/0
Sunburst
When Pheromite Sliver comes into play, each player reveals a card from the top of his library for each color of mana used to pay Pheromite Sliver's cost.  Each player puts all Sliver cards revealed from his library this way into his hand and the rest on the bottom of his library.


***


ORIGINAL TEXT:

Pheromite Sliver
{3} {X}
Artifact Creature – Sliver
2/2
When Pheromite Sliver comes into play, reveal a card from the top of your library for each color of mana used to pay Pheromite Sliver's cost.  Put all Sliver cards revealed this way into your hand and the rest on the bottom of your library.

***

Goblins have Goblin Ringleader.  Elves have Sylvan Messenger.  Why shouldn't Slivers have something like this?

The twist is that it gets better when you use more colors to pay for it.  I think that this is appropriate for slivers, since slivers come in all kinds of colors (and the really powerful ones are all five colors).

What is Pheromite?  It's the fantasy metal version of pheromone (which attracts other creatures of like kind).  Why the metal version?  Because of its mana cost, this pretty much had to be an artifact creature.  I think.

Why does it cost {3} {X}?  You need to have the ability to pay up to 5 mana for it in order to take full benefit of its ability.  Plus, I think that a 2/2 artifact creature should probably cost at least 3 mana.  Why is it 2/2?  Because Goblin Ringleader, Sylvan Messenger, et al. are also 2/2.
19  Vintage Community Discussion / Card Creation Forum / Re: Neo-Cube on: July 18, 2007, 03:00:17 pm
Neo-Cube 1
Artifact

The type "artifact" is now also considered a color.

It is everything and nothing


Now you can play Wash Out and name artifact Very Happy I think this would be kind of nifty.



How about this instead:

"Artifacts are all colors."

It still works with Wash Out (though you'd name a color rather than "artifact"), and it has some precedence in the form of Transguild Courier.

Also, I think that the name should have "prism" instead of "cube" in it, since it deals with colors, and "cube" doesn't have much of anything to do with colors.
20  Vintage Community Discussion / Card Creation Forum / Re: Complete Infiltration on: July 18, 2007, 02:33:46 pm
"At the beginning of your upkeep, if you control 10 or more permanents that you do not own, you win the game."

I really like this.  Do you think it needs to be 4UU?  What about 2UU or 3UU?  After all, the difficulty isn't casting it, but accomplishing it.

I think you're right.  I think that this can be costed as low as {2} {U} {U}.  Controlling 10 of your opponent's permanents will in most cases be a difficult feat.  If anyone disagrees, please let me know.

As far as the "that you do not own" language goes... could there be a problem with players saying that they just borrowed a card from a friend, and therefore do not "own" it?  Probably not.  The rules could dictate that you are deemed to "own" any card that was at any time in your library or sideboard.
21  Vintage Community Discussion / Card Creation Forum / Complete Infiltration on: July 18, 2007, 02:08:52 pm
REVISED TEXT:

Complete Infiltration
{2} {U} {U}
Enchantment
At the end of your turn, if you control 10 or more permanents that you do not own, you win the game.


***

ORIGINAL TEXT:

Complete Infiltration
{4} {U} {U}
Enchantment
At the beginning of your upkeep, if you control 10 or more permanents that your opponents own, you win the game.

***

Comments:

I thought it would be fun to create a win condition that was based on card "ownership."  Card ownership is a factor that is sometimes considered on cards.

This could be a good combo with Reins of Power, and could give Blue a good way to encourage opponents not to overextend.

I suppose that it could be a combo with Shared Fate also.

Actually, I think that this card is more in the spirit of what Blue is about (controlling opponent's stuff) than the current Blue "you win" card, Battle of Wits--which nobody really takes too seriously.
22  Vintage Community Discussion / Card Creation Forum / Re: Master List Additions on: July 18, 2007, 01:49:08 pm
Blessing of the Guilds:

http://www.themanadrain.com/index.php?topic=33537.0
23  Vintage Community Discussion / Card Creation Forum / Re: [Cycle] The Four Horsemen of the Apocalypse on: July 18, 2007, 12:08:58 am
In the future, keep the original text in the first post.

ANy response to my post?  Even if it's just "I think you're wrong"?  4 Rares that are almost functionally identical in the same set is a bit steep.

They are similar, it is true, but then, they ARE similar creatures flavor-wise.  And they do have subtle differences that are based on their creature types.  I think I like them as they are now.  They work well together.

Also, I don't know that they would need to be rare.

Also, they are similar to each other in kind of the same way that the "One" cycle creatures (Doubtless One, Heedless One, Nameless One, Reckless One, Soulless One) in Onslaught are similar to each other.  If that cycle saw print, then there's nothing wrong with this one.

As for your proposal to make them cost {2} {B} {B}, does anyone second that?
24  Vintage Community Discussion / Card Creation Forum / Re: Blessing of the Guilds on: July 16, 2007, 07:41:40 pm
I hereby initiate the 24 hour clock.
25  Vintage Community Discussion / Card Creation Forum / Re: [Cycle] The Four Horsemen of the Apocalypse on: July 16, 2007, 07:39:41 pm
I hereby initiate the 24 hour clock.  Over three days have passed since my last revision of the cards.
26  Vintage Community Discussion / Card Creation Forum / Re: Seedy Bargain on: July 16, 2007, 12:28:11 am
It seems like a good card, but I'd probably play Mulch before I played this.
27  Vintage Community Discussion / Card Creation Forum / Cumulocade on: July 16, 2007, 12:07:21 am
ORIGINAL TEXT:

Cumulocade
{U}
Instant
Play Cumulocade only on an opponent's turn.
If Cumulocade is played before your first turn, Cumulocade costs {U} less to play.
Put into play two 1/1 cloud elemental creature tokens with Flying, Defender, and "Sacrifice a cloud elemental token: Your life total becomes 5."
Storm

****

The intent is to help the player to survive some kinds of very fast storm combo decks.
28  Vintage Community Discussion / Card Creation Forum / Re: [Cycle] The Four Horsemen of the Apocalypse on: July 11, 2007, 02:48:09 pm
EDIT:

I had an alternative idea:

Horseman of Pestilence
{3} {B} {B}
Legendary Creature - Insect Horseman
2/2
Flanking
All creatures that do not share a creature type with Horseman of Pestilence get -1/-1.

Horseman of Famine
{3} {B} {B}
Legendary Creature - Spirit Horseman
2/2
Flanking
All creatures that do not share a creature type with Horseman of Famine get -1/-1.

Horseman of War
{3} {B} {B}
Legendary Creature - Soldier Horseman
2/2
Flanking
All creatures that do not share a creature type with Horseman of War get -1/-1.

Horseman of Death
{3} {B} {B}
Legendary Creature - Zombie Horseman
2/2
Flanking
All creatures that do not share a creature type with Horseman of Death get -1/-1.
Sacrifice Horseman of Pestilence, Horseman of Famine, Horseman of War, and Horseman of Death: Remove all permanents from the game.  Play this ability only at any time that you could play a sorcery.

***

Comments:

The problem with the previous versions is that there was not much of a reason to play with all Four Horsemen in a deck.  With this version, there is: For each of the Four Horseman you get into play, your advantage becomes unquestionably more pronounced.

Also, this version maintains traditionally "black" abilities on these black creatures, so there's less problem with "color bleed."

I costed these at {3} {B} {B} because, while having similar abilities to Night of Soul's Betrayal and Ascendant Evincar, they are definitely  stronger than the former, which costs {2} {B} {B}, and very probably weaker than the latter, which costs {4} {B} {B}.

I retained the original idea of being able to invoke Apocalypse by sacrificing all four.

Comments/suggestions?
29  Vintage Community Discussion / Card Creation Forum / Re: Age of Reason on: July 05, 2007, 04:03:38 pm
Sphere of Law is 3W for prevent 2 dmg from each red source -ONLY to YOU-.

Shere of Purity is 3W for prevent 1 dmg from each artifact source again only to you (but was printed in a very artifact heavy set).

This is at least half as good as Sphere of Law, but at 1/4 the price (and in two colors).  AND protects much more than just You.  How about:

{2} {W/U}
Enchantment
If a red source would deal more than 1 damage, prevent 1 of that damage.


I really want to keep the "help blue & white" aspect of the card.  I'll make it cost more.
30  Vintage Community Discussion / Card Creation Forum / Re: Blessing of the Guilds on: July 02, 2007, 03:17:11 pm
MistformUltimus.dec FTW!

It would be very "cheese stands alone~ish" because if MU is the only creature in play... its gotta be at least a 200/200.

Sounds like an interesting combo/deck idea.  I like it.
Pages: [1] 2
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.043 seconds with 16 queries.