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1  Vintage Community Discussion / Card Creation Forum / Re: Flagbearer - Twincast/Fork guy on: September 17, 2005, 12:49:59 am
It also needs to say instant, sorcery, or ability that could target it.  Or just copy it if it is an instant or sorcery.
2  Vintage Community Discussion / Card Creation Forum / Re: Give me my worst on: August 25, 2005, 02:48:49 pm
So are you also suggesting I make it say "with cmc equal to x"?  Because right now, it says x or more.
3  Vintage Community Discussion / Card Creation Forum / Give me my worst on: August 25, 2005, 02:09:19 pm
I was talking to a friend a few days ago about Gifts Ungiven.  This got me thinking about tutors that gave your opponent some control over what you got.  So I'm sitting there trying to figure out a new way to do.  Obviously there's the problem of them just giving you a land every time you get it.  Where as this may be useful in some situations, most of the time it'd be bad.  I'm tired of seeing "Take X cards from you library, and opponent chooses Y of them that you get" type cards.  I want your opponent to have access to your library.  Ultimately I came up with this:

What've I got?
{x}{u}
Instant
Target opponent searches your library for a card with converted mana cost x or more.  Put that card into your hand, then shuffle your library.

The x clause is mainly to prevent them from giving you a land every time, but also to make it slightly custom tailorable.  I could see having it make them give you a card with cmc of x, though I'd prefer not to if at all avoidable.  Obviously, letting your opponent have complete access to your library is a rather large drawback.  They'll know what you're playing and they   could even figure out your hand given enough time.  I could see a weird combo deck with all low cost spells and one or two high costing finishers.

Current Wording:

What've I got?
{x}{u}
Instant
Target opponent searches your library for a card with converted mana cost x or more.  Put that card into your hand, then shuffle your library.
4  Vintage Community Discussion / Card Creation Forum / Re: Crop Scavenger on: August 23, 2005, 11:51:15 am
Blue and green are enemies, so yes, blue does hose green.
5  Vintage Community Discussion / Card Creation Forum / Re: Blue ability-messer on: August 14, 2005, 02:27:21 am
Not nessicarily.  There will be triggered effects you just want to stop such as an Oblivion Stone or a Mindslicer.  I definitely like the power this has, though there are some rule complications.  Any reanimation that says target anything from your graveyard for instance.
6  Vintage Community Discussion / Card Creation Forum / Re: Pilfering Rats on: August 10, 2005, 04:36:40 pm
Seems really really powerful.  Maybe make it pack 3.  Also, it should be worded like this:

Pack 3 - Whenever you play a Rat, you may have target player discard a card.  If they discarded a Instant or Sorcery in this way, that player discards another card.

Just to make it easy to tell, I took the "spell" after "Rat" out.  Just look at any of the spiritcraft cards from COK/BOK/SOK.
7  Vintage Community Discussion / Card Creation Forum / Re: Phylactery on: August 09, 2005, 03:16:50 pm
Patron Wizard is tap a wizard: force spike.  Imprinting him would be pretty bad all things considered.
8  Vintage Community Discussion / Rules Q&A / Re: Placement of cards on: August 09, 2005, 10:30:48 am
Technically, you don't need to have your cards top up unless tapped.  It's perfectly legal to play upside down.  There was a fairly well known torney player, who's name escapes me, who did this.  Also, I remember reading in an mtg artical that you can play your cards in any direction so long as you can clearly tell the difference between tapped and untapped and it's uniform.  Don't take my word on that though.

And yes Carl, I can play my enchantments, lands, and creatures anywhere I please when you have a Chaos Orb or Pointy Finger of Doom on the table, so nyah.
9  Vintage Community Discussion / Card Creation Forum / Re: Aura Aura Revolution (or, Let's Enchant Players) on: July 30, 2005, 12:18:11 am
This is an interesting idea, something I've thought of before but never something so interesting.  The only downside is how would you "attach" it to a player?  Maybe have it be a normal enchantment and choose target player when it comes into play.  Then, whenever target player does X, you can do Y.
10  Vintage Community Discussion / Card Creation Forum / Re: Fervent Conversion on: July 28, 2005, 09:57:15 am
It's a shift in the color pie.  I can understand the flavor making sense.  It's simply white converting people to it's cause, and the cleric tapping thing is amazing from a flavor standpoint.  I just don't really feel comfortable with permanent creature steal in non-blue.

After looking on gatherer for a bit, I see white has had a few creature stealing things.  I mean, they haven't been printed since Mirage or The Dark, but they exist.  I think the wording should be changed however.  Instead of clerics gaining an ability, have it say "Tap an untapped cleric you control".  You really want to convert that creature, your clerics have no time to be summoning sick.
11  Vintage Community Discussion / Card Creation Forum / Re: Horribly Broken on: July 28, 2005, 09:43:20 am
But you kind of ignored all suggestions except the wording change.  It was stated several times that 3RR is too much.  2RR was suggested, and dandan suggested that 4R would be closer to the correct casting cost.
12  Vintage Community Discussion / Card Creation Forum / Re: Phylactery on: July 27, 2005, 03:26:45 pm
One problem might be Supreme Inquisitor.  You imprint that and the card reads "3: tear up your opponent's deck".  More accurately though, "3: Search target player’s library for up to five cards and remove them from the game. Then that player shuffles his or her library."  But whatever.  Others with notable effects:  Arcanis (draw three), Barrin (bounce a creature), Daring Apprentice or Ertai (counter target spell), Ovinomancer (turn a creature into a 0/1), Temporal Adept (bounce a permanent), and Uyo (fork).

You could also do stupid things by changing creature types, but that's just the Johnny in me talking.  Turning your Myojins into wizards and repeatedly getting stupid effects.  But like I said, just the Johnny in me.

After looking through the wizards with interesting abilities, I really really like this card.  There are so many awesome casual things that could be done, but so very few things that would be good in any "real" format.  I guess the real question is are there enough wizards in our set to make this decent in block.  So are there?
13  Vintage Community Discussion / Card Creation Forum / Re: Consecrated Ground on: July 27, 2005, 03:13:48 pm
Shadow-Walker's wording seems icky.  Also, my idea would protect from Pillage.  I can't think of any situation it wouldn't work in other than a Sewing Salt, which wouldn't be stopped by the original card either.  I understand what you mean with the flavor, but isn't it supposed to be making the land devine :p.  Also, does sacrificing something count as destroying it?  If all else fails, this could work:

sac: until end of turn, if target land you control would leave play, return that land to play. (Approximate wording taken from Sacred Ground.)

Keep in mind that with this wording the land does actually leave play, so this will only save it once.  As soon as it comes back into play it's considered a new permanent, so no stupid things with Zuran Orb, Fetch Lands, or other random cards that do good things when you sac lands.



14  Vintage Community Discussion / Card Creation Forum / Re: Phylactery on: July 27, 2005, 02:56:13 pm
Barring Ephraim's suggestions for a bit, the flavor isn't exactly clear.  At least not to me.  I didn't understand that the wizard was turning into a lich, and I wasn't sure if the card gained the ability permanently.  Maybe if you could pay some cost to imprint a creature you control and then, so long as the imprinted creature was a wizard, you coud use the card's ability.  That is assuming that using a block specific mechanic would be ok.
15  Vintage Community Discussion / Card Creation Forum / Re: Fervent Conversion on: July 27, 2005, 02:48:42 pm
With some differences.  Legacy's Allure is UU and there have to be more counters than the creature's power.  Legacy's Allure was in no way overpowered, so basically this is a worse version of that.

The name implies that the conversion is something that you really work for.  I can understand how that is white, but what are you doing to win this creature over?  Maybe if you could pay mana to add counters as well or tap creatures or something.  Just about anything to get counters on it faster.  I don't see why this would be costed at anything more than 1WU.  Come to think about it, tapping creatures to do stuff (adding counters in this case) is pretty white, so it'd make sense.
16  Vintage Community Discussion / Card Creation Forum / Re: Consecrated Ground on: July 26, 2005, 01:42:23 pm
Wouldn't "Sac: Target land is indestructable until end of turn" work?
17  Vintage Community Discussion / Card Creation Forum / Re: More Landwalkers on: July 25, 2005, 03:24:17 pm
Yeah, the damage to yourself really doesn't make sense.    Seeing how white can easily get a 2/2 pro black or red first striker for ww, I don't see how a situational 5/5 would be a problem.  Maybe take away the landwalk, as it's not very in flavor for white (the last white card printed with a landwalk was Graceful Antelope in Odyssey).  So basically, my suggestion is take away the damage to yourself and the landwalk abilities.  If that's too vanilla, maybe make them unblockable by creatures of the proper color.
18  Vintage Community Discussion / Card Creation Forum / Re: Aura Replication on: July 19, 2005, 09:02:17 pm
Maybe just make it copy global enchantments?  You're right with the local enchantment, targets are declared when the spell is cast.  I remember something about them coming into play (like with Academy Rector), and I think you choose the appropriate permanent when it comes into play.  Not 100% on that though.

Making this target when it's cast takes away from it being similar to Clone or Sculpting Steal, and makes it so it can be countered upon resolution by removing the targeted enchantment.  I say just make it global enchantments or wait until some one can clear up the ruling question.
19  Vintage Community Discussion / Card Creation Forum / Re: Ice-Rimed Mirror on: July 17, 2005, 05:45:55 pm
Seems pretty powerful with one casting cost cards, ike lightning bolt, since its pretty easy to manage your hand down to one. Other than that, the card seems fine.
On that note, I would be concerned about Type 1 power levels with things like timewalk and ancestral, but 4 has proven to be pretty much too much for an artifact that isn't winning.  Of course, I will make a combo deck who's main goal is to Time Walk with two cards in hand, then Ancestral with 1 card remaining Razz.

All in all, I think this card it balanced.  It rewards intelligent play instead of just being like Mirrari and saying "Pay more mana for good things."  4 should be fine because, like I said, it takes somewhat intelligent play to get the reward.
20  Vintage Community Discussion / Card Creation Forum / Re: Double Agent on: July 17, 2005, 05:39:53 pm
Sooooo... for BU, my opponent gets a 1/3 wall, and I get a limited Telepathy?  I'm not liking the power level on this.  The effect is just too blah.  I mean, it makes sense flavorwise, the spy is telling you what your opponent is planning.  It just has none of the risk or combo potential that Sleeper Agent has.  Maybe have it force a discard at the beginning of the upkeep and make it something that can attack.  But then the blue has no reason to be in the casting cost.  Maybe have it so that at the beginning of the upkeep, all opponents may draw a card.  You could keep blue that way, but it doesn't make nearly as much sense from a flavor standpoint.  As is, I just think it's too meh.
21  Vintage Community Discussion / Card Creation Forum / Re: False Mox (not what you think) on: July 17, 2005, 05:25:31 pm
Gorilla Shaman costs R.  It can also down a mox at any time, not just when it's tapped for mana.  It'll never kill your own moxen unless you want it to, it gets Will Bendered, or you get Mindslavered.  It's also a creature.  They really can't be compaired.

This card has a similar effect to Damping Matrix, which costs 3.  Sure, it's more restriced, but it's also more powerful with what it does.  Maybe make this cost 2?  Godder's wording is definitely closer to what I think it should be.  If worded like that it would kill enchantments that gave mana though, such as Carpet of Flowers, Wild Growth, Dawn's Reflection, etc.  If that's not intended, it would have to be closer to the initial wording.  I like the idea of it being able to kill itself if you want to end the effect.  It gives it more depth and makes it into more of a thinking card.
22  Vintage Community Discussion / Card Creation Forum / Re: Bad Poison Commons on: July 15, 2005, 11:09:25 am
With the white one, it should be "The next time damage would be dealth to target creature or player this turn, it's dealt to another target creature instead.  ~This~ cannot deal more than 3 damage."  At least I think it should be.  Otherwise you have a random X floating around, which could be confusing.

I think it'd be interesting if the black one removed the poison counter from the same opponent it made sac a creature.  Flavorwise mainly.  Sure, you couldn't make yourself sacrifice your own Kokusho, but I like the whole healing at a cost idea.
23  Vintage Community Discussion / Card Creation Forum / Re: Return of the Weatherseed Treefolk on: July 15, 2005, 10:57:45 am
How about you make him a 3/1, citp from hand with 1 +1/+1 counter, stop at 2 counters, and return from the graveyard with none?  That way he would stop at a 5/3 (yay) and be slightly more treefolk-like.  I think the mana cost might need to be tweaked with my adjustments though, as weatherseed was a 5/3 for 2GGG that returned to hand, where as this would be a 4/2 that returned to play as a 3/1 that quickly becomes a 4/2 and eventually a 5/3.  I think it'd be neat to make it 2GGG as even more of an homage.  I also cleaned up the wording a bit.

All in all it'd look something like this:

Return of the Weatherseed Treefolk
2GGG
3/1
Trample
When ~this~ comes into play, it gets 1 +1/+1 counter if you played it from your hand
At the end of turn, if ~this~ was put into your graveyard from play, return it to play under its owner's control.
During your upkeep, you may put a +1/+1 counter on ~this~ if it has less than two counters on it.
24  Vintage Community Discussion / Card Creation Forum / Re: Bad Poison Commons on: July 13, 2005, 09:20:01 am
They look decent to me except the red one.  That one seems kind of overpowered.  Did you mean divided however you choose?  That would add the versatility to make it not strictly worse than Shock, yet not making it a better Pyroclasm if your opponent has a poison counter.

Did you want the white one to deal damage or simply redirect it?  For redirecting damage wording check Shining Shoal or Captain's Manuever.  Not quite sure how it would be worded to show that only three damage could be redirected yet all of the damage would be prevented.  Maybe just have it redirect three of the damage, as even that would often two for one.

The green one should be worded something more like:

Remove a poison counter from target opponent. If you do, up to three target creatures get +1/+1 until end of turn.

I'm fairly sure that wording would allow the same creature to get targeted three times.  If it doesn't, well, some one will see that and suggest what does.  That also assumes that you didn't want to have it usable in some sort of weird sunburst/modular/spike type combo.

Also, the black one is a strictly worse Diabolic Edict.  Not quite sure how to fix it.  I'd suggest making it just cost B, but I do see the casting cost cycle and don't want to break that up (I <3 cycles).  Maybe making it into Dark Banishing.  You know, destroy target non-black creature.  Or more interesting, target creature gets -X/-X, where X is a number that would be balanced.  I looked real quick and couldn't find any cards appropriately costed that didn't either cantrip, give -X/-X to all creatures, or have an adjustable X.

Hope I wound up helping and not just causing more problems.
25  Vintage Community Discussion / Rules Q&A / Re: splinter on: July 13, 2005, 08:43:49 am
The search doesn't happen.  All of the spell's targets are illegal, so the spell is countered upon resoliution.
26  Vintage Community Discussion / Rules Q&A / Re: Stack interactions on: June 28, 2005, 08:21:35 pm
1) Yes, yes, and yes.  In pre-6th edition rules tapped blockers dealt no damage, but now they do.

2) The enchantment will "fall off", basically meaning it's destroyed.  The only exception to this is if the enchantment says otherwise, such as [card]White Ward[/card].

3) Protection doesn't work while cards are anywhere but in play.  You can bring back the Akroma, but then the enchantment will fall off and she will go back in the graveyard.

4) Correct
27  Vintage Community Discussion / Card Creation Forum / Re: Old white card on: June 27, 2005, 10:13:27 pm
Lands at instant speed are messy as far as I know.  How about non-land permanents?
28  Vintage Community Discussion / Card Creation Forum / Re: Mox Machine on: May 07, 2005, 11:32:38 pm
This gives you infinite mana with Krark Clan Ironworks.  I mean, I know there are like a hundred other things that do too, but this would basically make a cheap two card combo for infinite mana.  Nibble's idea seems fine, or you could go with "non-token artifact".
29  Vintage Community Discussion / Card Creation Forum / Re: Hidden Laboratory on: April 24, 2005, 10:24:51 pm
This card reminds me of Darksteel Pendant, only in land form and with the ability to make mana.  At least most of its forms do.  You're simply reducing the cost by 2 and making it destructable.
30  Vintage Community Discussion / Rules Q&A / Re: Kjeldoran Dead and Genesis Chamber (casual, yes) on: April 13, 2005, 08:14:30 pm
You sure it wouldn't say


Shivan Dragon
Creature - Merfolk
Flying.
Red Mana Symbol: Shivan Merfolk gets +1/+0 until end of turn

?

I think that's kind of what he was asking.
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