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1  Vintage Community Discussion / Rules Q&A / Heavy Fog: Legal but LITERALLY Unplayable? on: February 21, 2006, 12:10:32 pm
Heavy Fog.

Name: Heavy Fog
Set & Rarity:  Portal Three Kingdoms uncommon
 
Cost: 2 {G}
Card Type: Sorcery 

Rules Text (Oracle): Play Heavy Fog only during the declare attackers step and only if you are the defending player.Prevent all damage that would be dealt to you by attacking creatures this turn.

Format Legality: Legal in: Legacy, Vintage, Two-Headed Giant

 

That's the way it looks to me.  I guess you could run it with Quicken, or at least pitch it to Bounty of the Hunt...
2  Vintage Community Discussion / Card Creation Forum / Re: Desperate Measures on: January 17, 2006, 06:32:07 pm
Meh.  You're right: damage is dealt simultaneously, so even the lowly squirrel lives to fight another day.  Er, if they fight wherever tokens go when the game is over.  I chose green because Hurricane was green, and it can destroy any permanent.  I think my card is substantively different from Fleeting Salvation (although I despair of a name and especially flavor text that cool) insofar as it has value as a versatile, if expensive, control card even if you aren't at death's door, and it gets rid of a permanent (except when it doesn't...  Evil or Very Mad)  but I seem to be a minority of one, so I give- thanks for the input.

Oh well, 0 for 3 ain't bad...
3  Vintage Community Discussion / Card Creation Forum / Re: Desperate Measures on: January 17, 2006, 02:17:58 pm
Why is a blue/red card preventing damage?

The card is supposed to be a sort of super-Hurricane that can permanently deal with virtually any single threat, albeit at a very high cc.  If that threat is lethal, it gets cheap and uncounterable.  Unfortunately, it has been explained that "lethality" needs to be very narrowly defined if the card is to be legal.  Does the idea have merit?  Would reducing the cc and making it three colors ({U} ~ counterspell; {G} ~ destroy a permanent; {W} ~ prevent damage) make it more appealing?  At least that's centered on the color wheel...

Desperate Measures
{4}{W}{U}{G}     
Instant
Counter target spell, or counter target effect and destroy the source of that effect, or prevent any amount of damage that would be dealt to you by a source an opponent controls and destroy that source.

If a source an opponent controls would deal damage to you equal to or greater than your life total, you may reveal Desperate Measures, pay {W}{G} and remove Desperate Measures from the game.  If you do, prevent that damage and destroy that source.

4  Vintage Community Discussion / General Community Discussion / Monkeying With Mulligans on: January 17, 2006, 10:52:29 am
One the Card Creation forum, I posted this card:

Read 'Em & Weep
{2}{U}   
Sorcery

Draw a card.

If an opponent would mulligan, you may reveal Read 'Em & Weep from your hand.  If you do, opponent can't mulligan during this game.


The response was a unanimous, "What a terrible idea- in principle, that's just really bad for the game!"  I've given it some thought and, OK, point taken.  Here's another card that's really bad for the game:

MTG Sux Now- Let's Play Hold 'Em!
{R}
Instant

Flip a coin.  If you win the flip, you win the game.


However...

Let's say each card existed, and the format was Vintage, and I needed the tournament prize to pay for mother's kidney surgery.  I'd most certainly run 4 MTG Sux, and so would you.  But would you run Read 'Em and Weep?  It's useful only if they Mulligan, and then there's a 60% chance it isn't in your hand anyway.

What if it cost {1}{U}?



5  Vintage Community Discussion / Card Creation Forum / Re: Desperate Measures on: January 17, 2006, 10:22:56 am
But mine blows up a Laquatus! Crying or Very sad

Thanks for taking the time to explain that, Norm4eva.  Howzabout:

Desperate Measures
 {6} {U} {R}   
Instant
Counter target spell, or counter target effect and destroy the source of that effect, or prevent any amount of damage that would be dealt to you by a source an opponent controls and destroy that source.

If a source an opponent controls would deal damage to you equal to or greater than your life total, you may pay {U}{R} and remove Desperate Measures from the game.  If you do, prevent that damage and destroy that source.

6  Vintage Community Discussion / Card Creation Forum / Re: Desperate Measures on: January 16, 2006, 03:33:08 pm
Ewwwww, this card's wording is going to be really hard to resolve (no pun intended).  "If a spell or effect would cause you to lose the game", for example, doesn't even have a concrete definition when simply speaking about Magic or the way a game was played out - sure, Tendrils put me at 0 life, but you resolving Yawg Will caused me to lose.  I realize the intent of the card but you can't rely on intent to define a card's application - see Worldgorger Dragon.  To put it more simply, there's probably not a clear cut way to define 'caused to lose' so there's probably no good way to keep the card's intention the same.

But you have to target a spell or an effect.  Even if a resolved Yawgmoth's Will will "cause" me to lose the game, I can't target it with Desperate Measures- I can just target the lethal Tendrils you're playing from the yard.

By the way, I assume there's no way to use this to get around Battle of Wits- its "you win" isn't an effect that goes on a stack, right?

7  Vintage Community Discussion / Card Creation Forum / Re: Desperate Measures on: January 16, 2006, 02:45:46 pm
Sorceries can't counter things.
Embarassed Embarassed Embarassed
8  Vintage Community Discussion / Card Creation Forum / Desperate Measures on: January 16, 2006, 02:29:46 pm
Desperate Measures
{6}{U}{R}
Instant
Counter target spell, or counter target effect and destroy the source of that effect, or prevent any amount of damage that would be dealt to you by a source an opponent controls and destroy that source.

If the spell or effect you target would cause you to lose the game, or if damage you prevent would reduce your life total to 0 or less, Desperate Measures' casting cost is {2}{U}{R}.  If you cast Desperate Measures in any of these ways, your life total becomes one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Desperate Measures
{4}{W}{U}{G}     
Instant
Counter target spell, or counter target effect and destroy the source of that effect, or prevent any amount of damage that would be dealt to you by a source an opponent controls and destroy that source.

If a source an opponent controls would deal damage to you equal to or greater than your life total, you may reveal Desperate Measures, pay {W}{G} and remove Desperate Measures from the game.  If you do, prevent that damage and destroy that source.
9  Vintage Community Discussion / Card Creation Forum / Re: Read 'Em & Weep on: January 16, 2006, 10:56:07 am
Rabbit Scribe, I'd like to know why you're so fascinated with cards that do things before the game starts and/or affect mulligans.

Because I really suck at playing Magic, so any effect that randomizes the game significantly enhances my chances of winning!  Also, my deck designing skills are similarly lame, so I have a lot of experience with mulligans...

OK, OK, I dunno.  It's just something different, that's all.  I hadn't really thought about the issue raised above- "If serum powder was playable, would that be good for the game?"  Point taken, and anyway everybody seems to hate monkeying with mulligans, so I'll give it up.  Thanks for the input, all...

10  Vintage Community Discussion / Card Creation Forum / Read 'Em & Weep on: January 13, 2006, 07:10:23 pm
Read 'Em & Weep
 {U} {2}
Sorcery

Draw a card.

If an opponent would mulligan, you may reveal Read 'Em & Weep from your hand.  If you do, opponent can't mulligan during this game.

Heh.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Speaks for itself, really.  Is it undercosted? 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Read 'Em & Weep
{U} {2}
Sorcery

Draw a card.

If an opponent would mulligan, you may reveal Read 'Em & Weep from your hand.  If you do, opponent can't mulligan during this game.

Heh.

11  Vintage Community Discussion / Casual Forum / Re: Fun with Glaciers on: January 13, 2006, 10:09:27 am
If all you're worried about is Wasteland, Teferi's Response is much better than Stifle.
12  Vintage Community Discussion / Card Creation Forum / Re: Chancemonger on: January 13, 2006, 09:43:57 am
It's really cool in my head...  Mad

Quote from: Matt
What is the idea of this card?

The  idea was a card that's very good in your opening hand but almost forces you to mulligan, works only once even if you mulligan into more copies, and is completely worthless otherwise. 

"Any time you could mulligan and Chancemonger is in your hand, you may reveal it and destroy target Chancemonger."

In other words, it's Legendary so you can't have two or more in play on your first turn.  If you mulligan into another one, there's a fifty-fifty chance you'll mulligan a third time, because the dead card effectively leaves you with a five-card hand anyway, so at least you don't add insult to injury by shuffling it back into your deck.  I'll broom it, though.

Isn't the first clause a waste of time? Once this is in play, the active player has priority and can play the sorcery speed effect.
As far as mulliganing into more copies, no, it's meaningful.  As far as destroying an opponent's monger as I blithered about above, yep, that would be a waste of time alright. (kicks self in head) (again)

A very high casting cost (probably including the discarding of cards as well as mana) would probably be preferrable to no mana cost. Even FoW has a theoretical casting cost up in the top right corner. That would solve the problem of Mask and Aether Vial.
Quote from: lordmayhem
To prevent this from being put into play via other means, why not just make this an enchantment?

Fair enough.  Letting you draw the cards by removing the specific counter that you can only put into play while mulliganing solves all the vial/ piper/ raise dead/ oath/ etc. problems, though.

Heh.  I hit the post button for that and the board said, "Hey Chuckles, somebody else chimed in while you was scribblin'.  Insofar as they're an odds-on favorite to be smarter than you, ya wanna have a look-see before you post?"  Sweet!

Quote from: dandan
Having said that why not make it a Sorcery and scrap the whole Sorcery speed clause. This is a one-off effect. Just give it an alternative CC similar to the new Guildpact cards and be done with it.

Until end of turn you may draw 3 cards if you have mulliganed. Play this ability only once.

Wow- that's deep. Does this prevent playing multiple copies on your first turn if you draw two in your opening hand/ mulligan into more/ etc?  I'm sure we could live with Wishing them back into the game, Sins of the Past, and other remote contingencies...
13  Vintage Community Discussion / General Community Discussion / Re: How would the creation of these cards impact type one? on: January 12, 2006, 07:36:55 pm
Uncommons, no less.  Would they all come out in one set and be Standard-legal for a year?  I'm hiding under my bed- come grab me when they rotate out...

It still royally shafts people who invested in power, right?  Truly mint original power wouldn't drop in value, but collectors would not be interested in my played fuzzy-backed moxen- they'd be worthless overnight  Sad .
14  Vintage Community Discussion / Card Creation Forum / Re: Chancemonger on: January 12, 2006, 05:46:17 pm
Or for something much cleaner (and weaker):

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Chancemonger
 {R} {2}
Creature: Human Merchant
1/2

Any time you could mulligan and Chancemonger is in your hand, you may put it into play.  If you do, mulligan and put a Loot Counter on Chancemonger.

 {Tap}, Remove a Loot Counter from Chancemonger and sacrifice Chancemonger: Draw two cards.  Play this only when you could play a sorcery.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

So now you could mulligan into two or more copies, and post-mulligan the card isn't exactly dead, just lame (although it might start in play and nibble at an opponent for a bit before it goes the way of all flesh).
15  Vintage Community Discussion / Card Creation Forum / Re: Excavated Capsule on: January 12, 2006, 05:30:50 pm
Heh.  It could be destroyed, and the card you tutor for might not be so necessary down the road: best-laid plans of mice and men and whatnot.  The casting cost is fine and could maybe be zero- good card. 
16  Vintage Community Discussion / Card Creation Forum / Re: Chancemonger on: January 12, 2006, 05:12:46 pm
Givign this no mana cost doesnt keep it form being put directly into play, such as with Elvish Piper, Illusionary Mask, or more commonly, AEther Vial. Broken beyond belief.


D'Oh!  That was dumb of me.  First step: fix that.

What's up with that first clause?

Also, this is way too strong. Starting the game at 10 cards instead of 7? Sign me up. It gets even worse if you mulligan into a second one.

By "first clause," I assume you mean the "reveal to destroy" bit, not "it's red."  That and the fact that it's legendary means that if you mulligan into more copies, you get one, not none or two or more.  Playing second and ashcanning your opponent's monger is just an amusing bonus.

OK, it was too powerful- sorry.  But in principle, it's not quite as simple as you make it.  More than half the time, it's not in your opening hand.  Now: Matt's right- there were a lot of ways to put it into play anyway, which I stupidly neglected to think about and have eliminated.  As it stands, if you draw an adequate hand but don't draw the monger, you can either mulligan and set off on an unlikely fishing expedition for it or play with four dead cards in your deck.  It also really cramps your style, mulligan-wise.  You sort of have to play him with anything but a dream opening hand.

Three cards?

 
17  Vintage Community Discussion / Card Creation Forum / Chancemonger on: January 12, 2006, 11:14:11 am
Chancemonger
*none*
Creature: Legendary Goblin Merchant
0/1

Chancemonger is red.

Any time you could mulligan and Chancemonger is in your hand, you may reveal it and destroy target Chancemonger.

Any time you could mulligan and Chancemonger is in your hand, you may put it into play.  If you do, mulligan.

Remove Chancemonger from the game: Draw four cards.  Play this only when you could play a sorcery.

{Reminder Text: Spells without casting costs can't be played}

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is not as broken as it first appears.  Note that it's not a "four for one:" this guy costs a card right out of the box when we pitch seven for six.  And how good would an opening hand of six bombs and a Chancemonger have to be before you kept it but didn’t play him?  Awfully good, I'd say.  How many to play?  Four or none, it seems to me.  But of course, if we see 30-40% of the cards in our decks over the course of a game, he’ll usually cost a draw, and often two or even three.  What if you don't draw one in your otherwise acceptable opening hand?  Play on with four dead cards in your deck and nothing to show for it?  Yup: it beats mulliganing an adequate hand and ending up kicking yourself in the head as you are forced to take two or three more mulligans.  It would certainly suck to win the coin toss that determines who plays first, drop a Chancemonger, and have your opponent use the first ability of his own Chancemonger to destroy yours.  It would also suck to lose the coin toss, play one, and have your opponent make it go away it on his first turn.  That's why I made him a creature.  It’s unlikely outside of Legacy/ Vintage, but still…

Man, better make it 5 cards!  Mr. Green (edit) Or three Rolling Eyes

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Chancemonger
*none*
Creature: Legendary Goblin Merchant
0/1

Chancemonger is red.

Any time you could mulligan and Chancemonger is in your hand, you may put it into play.  If you do, mulligan and put a Loot Counter on Chancemonger.

Remove a Loot Counter from Chancemonger and remove Chancemonger from the game: Draw three cards. 

{Reminder Text: Spells without casting costs can't be played}

18  Vintage Community Discussion / Card Creation Forum / Re: High-Stakes Wager on: June 29, 2005, 08:59:04 am
Thanks very kindly for the input, folks!  Ephraim, you’re absolutely right: if the caster can see his opponent’s cards before deciding, it doesn’t work.  Godder, thanks for the fix.  As I see it, the problem with changing it to search for one card is that the effect would be all but negligible.  It would certainly never see play in in Vintage: it’s so much worse than Demonic/ Vampiric Tutor.  I will bow to others' superior wisdom if it seems like the card has a shot at the set, though.  I have no problem bumping the casting cost (especially bumping it to RRR, which would greatly temper the brokenness.)  Another possibility is searching for two (or even three) cards and putting one in the hand and one or two on top of the library or removing all of ‘em from the game.

Edit: In the interest of full disclosure, rumor has it that Burning Wish is red.  Maybe it had better search for only one card after all...

Gamble has been my favorite card for casual play for a long time- it’s got fun synergy with madness, flashback, Oath of Ghouls, Yawgmoth’s Will, or you can just run four of ‘em in combo decks and, well, do some gambling (be sure to run a Final Fortune or two!)  I secretly dream of having Gamble imprinted on an Isochron Scepter to get around the card disadvantage eventually, but that probably crosses the line between casual and stupid.  I really like the idea of forcing one’s opponent into a Gamble: “Have a Demonic Tutor!  Now Lobotomize yourself!�  High-Stakes Wager is sort of like that, but it also includes the possibility of bluffing: one’s opponent is squirming in fear of some degenerate combo and ends up effectively countering Mox Emerald and Brainstorm, and removing his countermagic from the game to boot.
19  Vintage Community Discussion / Card Creation Forum / Re: New keyword ability on: June 26, 2005, 01:01:00 pm
Yes, I intended that it be activated as many times as you want and have mana to pay for it. The name DEFINITELY needs to change. "Inflate" is a possible choice.

"Cascade" is the best name so far for the mechanic, but somebody should use "concatenation" in a card name.
20  Vintage Community Discussion / Card Creation Forum / Re: A Double-up Trick on: June 26, 2005, 12:56:54 pm
Oh- I think I get it now.  "Trapper's Guild" too permanentish-sounding?  "Domino Trap?"
21  Vintage Community Discussion / Card Creation Forum / Re: A Double-up Trick on: June 26, 2005, 11:57:42 am
'Scuse me for breathing!  OK, how 'bout "Tap Dance," Mr. Congeniality?
22  Vintage Community Discussion / Card Creation Forum / Re: A Double-up Trick on: June 26, 2005, 08:31:44 am
Well, yeah.  Y'know, buncha guys go to sleep, one after another?  I suppose the whole plague/epidemic thing is sorta out of flavor for white, but hey, there's a blue ninja kicking around these days...

Oh, fughedaboudit... Embarassed
23  Vintage Community Discussion / Card Creation Forum / Re: A Double-up Trick on: June 25, 2005, 12:35:37 pm
Anyone for a name?

Epidemic Somnambulance/ Contagious Somnambulance/ Somnambulant Plague?
24  Vintage Community Discussion / Card Creation Forum / Re: High-Stakes Wager on: June 25, 2005, 10:06:22 am
Anusien: I don't want the cards revealed beforehand; your text is perfect- thanks!

Slay: Yes, if this card is played against you, you should probably take 2 Forces or 1 Force and a pitch card if you're already holding a Force.  So he maybe goes Tinker-Jar and you can probably win the counter war.  'S OK.  Of course, it would suck if he removed two unnecessary moxen or search cards or silver bullets against decks you're not playing along with your precious Forces, no?  But then again, it would rawk if you were already holding counters or instant-speed disruption and you could grab maybe one more along with a Yawgmoth's for later.  That's gamblin' for you...
25  Vintage Community Discussion / Card Creation Forum / High-Stakes Wager on: June 24, 2005, 07:03:11 pm
High-Stakes Wager
RR
Sorcery
Each player searches his or her library for any 2 cards.  You then put your cards in your hand or remove them from the game.  If you put your cards in your hand, each player does the same.  If you remove your cards from the game, each player does the same.
Mr. Moss, I have to let you go.


Current Version: High-Stakes Wager
RR
Sorcery
Each player searches his or her library for a card and removes it from the game face down.  Then you may have all players reveal and put all cards removed this way into their hands. If you don't, all players reveal all cards removed this way.
Mr. Moss, I have to let you go.
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