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Vintage Community Discussion / Card Creation Forum / Re: Cycle of Small, Free Spells
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on: June 15, 2006, 10:21:09 am
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The current function, in it's dependency on creatures and other spells, seems to defeat the intended flavor. "If you control a Mountain, you may play x without paying it's casting cost" would be a more in-flavor clause. And I'd like to see at least a couple be independent of creatures; the Red one could deal two damage to a player, or the Blue one could be a limited Index effect for say 3 or so.
The White one is the only one to make a massive power jump for the different alternate casting cost adjustment, so for that one I'd likely tailor the card to simply grant protection from Red or Black until eot.
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Vintage Community Discussion / Card Creation Forum / Re: Cycle of ACC stuff
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on: June 15, 2006, 10:14:15 am
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What's the point behind the clause requiring you not to have an Island to cast Blue with Black mana, etc.?
For that matter, actual names on the cards might help. Your current wording on the White one is also extremely vague and confusing in what it does. The drawback on Red is overly severe- I'd make the elementals 2/2s. White's drawback is also too great. I wouldn't be so afraid of extra Donates that I'd gimp a card to this level.
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Vintage Community Discussion / General Community Discussion / Re: Flame Fusilade + Time Vault no longer functional on Monday, 4/24/06
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on: April 23, 2006, 03:00:04 am
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This wording clarifies it as you are giving up a resource: in this case your next turn. The concept of debt was referring to the potential to skip an arbitrarily large number of turns which you probably didn't have, as opposed to a single one which you are in fact likely to see in an average game.
Compare this to Final Fortune. Final Fortune allows you to effectively give up every other turn you will ever have in exchange for one extra.
The key difference is in the concept of debt versus the trade of resources. Many magic cards allow you to trade one resource for a boon in another. See Rakdos guild for a billion examples. Each card lets you trade a definite ammount of resources for a definite reward. Even potentially open-ended trades such as Channel are limited by your life total since you cannot legally have infinite life, and thus cannot indefinitely pay life. Final Fortune does in fact trade a defined resource, that being your ability to win after the next turn.
Time Vault breaks this rule because it allows you to give up an undefined and potentially unlimited quantity of a resource. While this could have been irrelevant since the built-in reward gives you no reason or reward for doing this, cards printed many years later, namely Lodestone Myr and Flame Fusillade, do.
I do believe that the errata was a perfectly logical and reasonable move. I also believe that the timing could not possibly have been worse short of making it the night before a SCG or something. As we are not privy to Wizards' inner workings, we cannot know what ulterior motives, if any, they had for making this change. Perhaps it is related to a future set. We will not know until it comes out. Still, despite the poor timing, I think a lot of this thread is grossly overreacting. Those who are absolutely appalled over possibly losing a bit of money on Vaults need to remember that by purchasing the cards they assumed the risk for them even if they were absolutely dead certain they were going to stay unrestricted etc. Hasbro could go bankrupt tomorrow and make all our cards nosedive and that would suck, but I doubt we'd be whining about how unfair it is for us. Actually, on second thought, we probably would be.
Summary for the tl;dr: Magic has a concept of tradeoffs but not of debt. Live with it.
As neatly as Wizards has tried to tie this issue in with red herrings (Islandfish Jasconious indeed), let's just not even pretend that switching the turn-skipping to be part of the ability rather than the cost (which, until you errata Izzet Guildmage-Twincast-Meditate to be illegal, should function within the rules of the game however many times) is the issue here. The issue is turning it into a triggered ability at the beginning of your upkeep, with nothing to support such an intention or change other than a twelve year old errata to Mana Vault which was explicitly done for power reasons rather than reasons of intent, and which Wizards has promised not to repeat; the reason Grim Monolith doesn't have the same ridiculous clause.
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Vintage Community Discussion / Non-Vintage / Re: SCG "Duel for Duals" Prediction Contest
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on: February 03, 2006, 03:23:51 am
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Total Number of Players (within 50; 1pt, within 10; 3 pts, exact; 5 pts) 74 3pt
Top 8 - most played cards in each colour (1 pt each, bonus 2 pts for 7+ correct): White Swords to Plowshares 1pt Blue Brainstorm 1pt Red Lightning Bolt Green Werebear Black Dark Confidant Artifact Umezawa's Jitte Land Island Gold Watchwolf
Most played card in t8 (2 pts) Brainstorm
Most common colour in t8 (2 pts) Green
Most common deck in t8 (2 pts) Zoo
Winning deck (2 pts) A Zoo variant.
Winning Colors: Green/Red/White[/color]
Total points: 5
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5
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Vintage Community Discussion / Non-Vintage / Re: [Results] Grand Prix: Lille, Preliminary Statistics
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on: December 24, 2005, 05:34:48 am
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Combo: 8 total RW Slide: 1 (5)
That is a savage misassignment of archetypes. And although I haven't seen the list, I'm not imagining a deck revolving around Solitary Confinement as being a combo deck, either. Not being Blue-based doesn't mean that it's control. White based control has trumped Blue based for a while now in Legacy, anyway.
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Vintage Community Discussion / Card Creation Forum / Re: Cascadatog
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on: July 11, 2005, 02:55:07 pm
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The more I think about it, the more I like my suggestion. Maybe with a little twist? How about: First conjured, first served. ?
"You don't have to eat your words. He'll do it for you."
Unless anyone has better flavor text ideas, its between these two. My only problem with the atog lord's one is that it sounds very similar to Auratog's "The Auratog enjoys eating its wards." Other than that, I like it. Bram's is my second choice, though I'll use it if everyone agrees that the atog lord's is too similar. The second one is definitely the best.
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Vintage Community Discussion / Card Creation Forum / Re: Ehmti Armory
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on: July 03, 2005, 11:56:13 pm
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After goldfishing with an Online Extended White Weenie deck, I have to reluctantly admit that the original version just really doesn't interfere with the mana curve of a decent aggro deck that much, particularly in the case of Jitte. Adding the CIPT clause as it's the least destructive to the flavor of the card, in my opinion.
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Vintage Community Discussion / Card Creation Forum / Re: Ehmti Armory
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on: July 01, 2005, 03:20:33 pm
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 I'm not really happy with the two mana idea. Maybe the solution is just to allow the mana to be spent playing the Equipment spells, not abilities. Alternately, I have to wonder if the original version was really that good anyway. Is turn 2 Jitte on a Suntail Hawk really that busted?
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Vintage Community Discussion / Card Creation Forum / Re: Scorch
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on: June 29, 2005, 12:39:33 pm
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I like the card quite a bit, but I'm always a fan of spells that punish efficent Spikes and reward Timmies. I think it's perfect as is. You could make it Thunderbolt and deal three damage to players, but the clause on creatures it can hit already gives it much broader range than Parch or Thunderbolt, so it's probably better to play it safe and stick with the current version.
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Vintage Community Discussion / Card Creation Forum / Re: Ehmti Armory
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on: June 29, 2005, 12:28:18 pm
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Second turn Loxodon Warhammer-Raging Goblin seems much worse and only slightly more stable than first turn Raging Goblin, Double Blazing Shoal removing double Myojin of Infinite Rage.
Third turn activate Tatsumasa seems a little more worrisome, though, so maybe making it Legendary is a good idea. I dislike the idea of CIPT because I think any deck that's built with an insanely out of whack mana curve to rely on this card (Raging Goblin-Warhammer, for instance) has already shot itself in the foot enough, and I want it to be marginally playable, at least at the casual level, otherwise.
I'm very intent on keeping it a land. I quite like the flavor of having it as an armory, and I want it's similarity to Workshop to be obvious.
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Vintage Community Discussion / Card Creation Forum / Ehmti Armory
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on: June 28, 2005, 01:43:22 am
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Basically I wanted a balanced tweak on a card like Mishra's Workshop; very swingy, but of limited application. Obviously all Artifacts was too broad a category, but I think I may've stumbled upon a fun but not overpowered (or necessarily even playable) card;
Ehmti Armory Land Tap, add 3 to your mana pool. Use this mana only to play Equipment spells and activated abilities of Equipment. The flames roar without hands to stoke them, and the hammers ring without craft to guide them.
Current Version:
Ehmti Armory Land ~this~ comes into play tapped. Tap; add 3 to your mana pool. Use this mana only to play Equipment spells and activated abilities of Equipment. The flames roar without hands to stoke them, and the hammers ring without craft to guide them.
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Vintage Community Discussion / Card Creation Forum / Re: Knightling (err, the 2/2 for WW to end all. erghm.)
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on: June 16, 2005, 08:03:33 am
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a) White doesn't have a two drop problem, aside from having too many good two drops. White needs three drops and fatter creatures in general. This doesn't fix any problems that actually exist.
b) This is inelegant as all Hell. You've got nearly as much text as a lot of bomb fattie rares, but without the mass to support it. Weenie shouldn't be this complicated. The card is fundamentally clumsy and unappealing.
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Vintage Community Discussion / Card Creation Forum / Re: Backalley Thug
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on: May 17, 2005, 02:28:35 am
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That's the thing, though; creatures that just blindly follow orders that lead to their death shouldn't be Black (not sentient ones, anyway. Zombies aside). You can trick them into dying, maybe, but there's no way a sneaky little Nezumi bastard you summoned is going to see a giant-ass 8/8 Elemental coming to town and think, "Gee, I'd better save Ralph by throwing myself in front of that guy."
Black wants others to die for it, if need be- but that applies to the creatures, as well as the Mages. Also, I disagree that cowardice is an emotion. It's either well-thought out reasoning (I'm going to die. I should run.), or instinct, which is Green primarily. Red has more of a violent, agressive, glory-seeking methodology.
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Vintage Community Discussion / Card Creation Forum / Backalley Thug
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on: May 12, 2005, 01:36:03 pm
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While I often feel that Black gets unfairly burdened with aspects of evil that don't make sense for it (Hatred, which should be a Red emotion, Fascism should be White, all of the Phyrexians should've been Artifacts the way they used to be, etc.), the "bully" mechanic on Orgg, Goblin Goon, Ironclaw Orcs, etc., etc.. is actually the opposite. Red is a color of balls and thinking without acting. I know very few impulsive, emotional people (people that I would consider Red) that wouldn't be ready to pick a fight with someone just because they knew they would almost certainly lose. Black, on the other hand, is sneaky and self-interested. What the feck does a Black creature care about honor or the long term advantages of the mage it's working for? Feck you, you go fight a Ravenous Baloth so you can force a few points of damage through. I ain't doing it. That's a Black attitude. So, anywhoo, an attempt to rectify the situation....
Backalley Thug B Creature- Rat Mercenary 2/2 ~Card name~ can't attack if defending player controls an untapped creature with power greater than 1. ~Card name~ can't block creatures with power greater than 1. "When the sands are all dry, he is gay as a lark, And will talk in contemptuous tones of the Shark: But, when the tide rises and sharks are around, His voice has a timid and tremulous sound."
- Lewis Carrol, Alice in Wonderland
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Vintage Community Discussion / Card Creation Forum / Re: stolen from the other thread (regrowth tutor)
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on: May 12, 2005, 01:25:41 pm
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Well, the connection between Green and Black is life giving way to death giving way to life, which is again reflected in the mechanic of the card. I would want to reflect that without sounding stretched or lame.
"Whispers of the Trees", as asmorandwhateverhisnameis suggested, would work. Tutor seems to want to work itself into the name somewhere, although all I can come up with is Grim or Forgotten, neither of which seem great. Autumn's Lore has a nice ring to it, I think, and fits well.
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